The Elder Scrolls IV: Oblivion FAQ/Walkthrough

This walkthrough was originally written for The Elder Scrolls IV: Oblivion on the XBOX360, but the walkthrough is still applicable to the PC version of the game.

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| | | | | |_) | | | | | \ \/ / | | | | | | | \| |
| | | | | _ < | | | | \ / | | | | | | | . ` |
| `--' | | |_) | | `----.| | \ / | | | `--' | | |\ |
\______/ |______/ |_______||__| \__/ |__| \______/ |__| \__|
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| TES IV: Oblivion FAQ/Walkthrough |
+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+
| Author: Xiamut (xiamut@gmail.com) |
| Version: 1.10 |
| Last Revision: 08/16/07 |
| Platform: Xbox 360 |
o----------------------------------------o
O============================================================================O
| - Table of Contents - |
O============================================================================O
- Introduction........................................................[*01]
- The Basics..........................................................[*02]
- Controls........................................................[B01]
- Combat..........................................................[B02]
- Magic...........................................................[B03]
- Stealth.........................................................[B04]
- Attributes......................................................[B05]
- Gaining Levels..................................................[B06]
- Character Creation..................................................[*03]
- Races...........................................................[C01]
- Birthsigns......................................................[C02]
- Skills..........................................................[C03]
- Classes.........................................................[C04]
- Quest Walkthroughs..................................................[*04]
- Main Quest......................................................[W01]
- Fighters Guild Quests...........................................[W02]
- Mages Guild Quests..............................................[W03]
- Thieves Guild Quests............................................[W04]
- Dark Brotherhood Quests.........................................[W05]
- Daedric Shrine Quests...........................................[W06]
- Knights of the Nine.............................................[W07]
- Side Quests.........................................................[*05]
- Anvil Quests....................................................[S01]
- Bravil Quests...................................................[S02]
- Bruma Quests....................................................[S03]
- Cheydinhal Quests...............................................[S04]
- Chorrol Quests..................................................[S05]
- Imperial City Quests............................................[S06]
- Leyawiin Quests.................................................[S07]
- Skingrad Quests.................................................[S08]
- Settlement Quests...............................................[S09]
- Miscellaneous Quests............................................[S10]
- Downloadable Content............................................[DLC]
- Shivering Isles.....................................................[*06]
- Main Quest......................................................[I01]
- Side Quests.....................................................[I02]
- Achievement List....................................................[*07]
- Revision History....................................................[*08]
- Thanks/Acknowledgments..............................................[*09]
- Contact Information.................................................[*10]
- Copyright Information...............................................[*11]
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*** Click here and press [Ctrl]+[F] to call up the Find menu. Enter the ***
*** corresponding code next to section that you want to view and press ***
*** enter to jump to that section. ***
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------\=======================================================================
[*01] \ - Introduction -
--------\=====================================================================
Oblivion is an open-ended first-person role playing game developed by Bethesda
Softworks and published by 2K Games. As the game begins, you are taken to the
character creation menu where you will create your in-game persona. The possi-
bilities for character creation are nearly endless. Once you have created your
character and have been set loose into the world, you are free to do what you
want. Be it saving the world, closing Oblivion gates, exploring the depths of
dark dungeons, taking on quests, you can do it in Oblivion.
This FAQ/Walkthrough was written based on The Elder Scrolls IV: Oblivion for
the Xbox 360 console. Even though it was written for the 360, it can still be
used in conjunction with the PC or PS3 version of TES IV, since the only real
differences between the 360, PC and PS3 versions of the original game is the
control scheme. Contained in this guide is a walkthrough for the main quest,
each of the four guilds that you can join in the game, walkthroughs for the
Daedric Shrine quests, as well as directions for each and every side quest. I
suggest that you do not read too far ahead, this guide does CONTAIN SPOILERS!
I have implemented a search system that I highly suggest you utilize. It is
very simple to use and it will make your time navigating this guide a whole
lot easier. To use it, simply press [Ctrl]+[F] to bring up the Find menu. Use
the table of contents and type in the corresponding code for the section that
you want to jump to. Each quest line sub-section has its own table of contents
that contains a list of all of the quests in that section as well. I hope you
can find the answers you are looking for... now on to the FAQ!
------\=======================================================================
[*02] \ - The Basics -
--------\=====================================================================
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- Controls [B01]
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O========================O===================================================O
| - Button - | - Function - |
O========================O===================================================O
| Left Bumper | Grab objects (press and hold while cursor is over)|
|------------------------+---------------------------------------------------|
| Right Bumper | Cast selected spell. |
|------------------------+---------------------------------------------------|
| Right Trigger | Attack with equipped weapon. |
|------------------------+---------------------------------------------------|
| Back | Open the wait menu. |
|------------------------+---------------------------------------------------|
| Start | Pause the game and open the start menu. |
|------------------------+---------------------------------------------------|
| Left Thumbstick | Move your character. |
|------------------------+---------------------------------------------------|
| Left Thumbstick Button | Toggle Sneak Mode on and off. |
|------------------------+---------------------------------------------------|
| D-Pad | Activate set hotkeys. |
|------------------------+---------------------------------------------------|
| Right Thumbstick | Look left, right, up, down. |
|------------------------+---------------------------------------------------|
| Right | Switch between first and third person view |
| Thumbstick | points. Hold down to enter Vanity Mode. Use the |
| Button | left and right triggers to zoom in and out. |
o------------------------o---------------------------------------------------o
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- Combat [B02]
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There are three classifications for weapons in Oblivion: Blade weapons, Blunt
weapons and Ranged weapons. The Blade classification encompasses daggers,
short swords, long swords, claymores, etc. The Blunt encompasses anything
from maces and hammers to one-handed and two-handed axes. Weapons are also
further classed as either one-handed or two-handed. With two-handed weapons,
while you have the benefit of a slightly more powerful weapon, you lose the
extra defense of a shield used in conjunction with a one-handed weapon.
Ranged, of course, refers to bows.
The damage that a certain weapon deals is dependant on several different
factors. The strength of a melee weapon is dependant on your characters weapon
classification skill level, the quality of the weapon and the weapon itself.
For example, if your character uses blades as their primary weapon type, the
damage that the deal while using a blade type weapon will be much higher than
the damage they would deal while using a blunt weapon. A bow's damage is
dependant on your character's marksmen skill level, the bow itself and your
character's agility attribute.
There are two different types of melee attacks, basic attacks and power
attacks. You can perform power attacks by holding down on the right trigger
and push the right thumbstick in a certain direction. As you gain levels in
your skills, you will reach new mastery levels. Each time you reach a new
mastery level, you will gain a new power attack. A novice can perform a basic
power attack with a blade or blunt weapon by holding down on RT and pushing
the right thumbstick in any direction. As an Apprentice, one can perform a
more powerful power attack, by simply holding down on RT. Journeyman gain the
left and right power attacks. Experts gain a backwards power attack with a
chance of knocking their opponent back. Finally, Master gains a forward power
attack with a chance of paralyzing the target.
For ranged weapons, hold down the right trigger to pull the bowstring to its
full extension, then release the right trigger to fire the arrow. Of course,
as with a real bow, aim the arrow up higher to adjust the distance. As soon as
you hit Journeymen, you will be able to zoom in by holding down on the left
trigger. To see the other perks associated with the marksmen mastery levels,
check out the skills section. Blocking of course goes hand in hand with combat.
You can block with weapons, but a shield is much more effective in absorbing a
hit than a weapon is. A shield can only be used while you are wielding a one-
handed weapon. Bow or two-handed weapon users must block with their weapon.
As you use your weapons, their quality will eventually drop. When it drops
completely, it will become unusable. A weapon of lesser quality will be
dealing less damage than it would be at its full potential, as armor would be
less effective at absorbing damage while it is damaged. You can repair your
damaged equipment by using a repair hammer. As you gain skills in Armorer,
there will be less of a chance of a hammer breaking while you are using it.
If your mastery level in Armorer is below Journeyman, you will not be able to
repair enchanted equipment. You can, however, bring your damaged equipment to
just about any weapon/armor store and have the shopkeeper fix it for a price.
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- Magic [B03]
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There are six different colleges of magic that can be used. Each different
school has different types of spells associated with it:
Destruction: Cast spells to inflict magical fire, frost and shock damage or
lower resistances to magic attacks.
Alteration: Cast spells to breathe or walk on water, open lock, shield from
physical or magical attacks and alter encumbrance.
Illusion: Cast spells to charm, conceal, create light, silence, paralyze,
command or effect morale or aggressiveness.
Conjuration: Cast spells to summon demonic creatures, magical weapons and
armor or turn the undead.
Mysticism: Cast spells to absorb, reflect, and dispel magic. Move objects,
sense life and bind souls.
Restoration: Cast spells to restore, fortify or absorb physical and magic
attributes, cure disease and resist magic attacks.
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- Stealth [B04]
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Characters geared towards stealth focus on surprising the enemy, while
remaining out of sight. The heart of the art of stealth is the sneak mode, to
enter this mode simply press down on left thumbstick and you will enter sneak
mode. While in sneak mode, an eye icon will appear in the middle of the
display. While this eye is faded, it means that there aren't any creatures or
characters that can see you, you are effectively hidden. While the icon is
bright and solid, it means that you have been detected. Several factors affect
your chance of being detected by someone. The weight of your boots, the amount
of light in a location, the speed of your movement all have an effect on your
chances of being detected. While sneaking, do not cast any spells that
generate light.
While in sneak mode, one can perform sneak attacks if they are undetected. If
you are using a ranged or one-handed weapon and you strike a target while you
are sneaking undetected, you will get a damage bonus. With ranged weapons, the
damage that the bow deals is multiplied by three, with one-handed weapons the
damage is multiplied by six. A sneak attack cannot be performed with a two-
handed weapon, making any weapon under that category virtually useless to a
stealth character.
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- Attributes [B05]
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Each time your character gains a level, you will be able to choose three of
the eight attributes to raise by a certain amount. Each attribute has a
certain effect on your character, raising an attribute enhances the effect
on your character. Below is a table describing each attribute, as well as the
effect they have on your character. For information on gaining levels, refer
to the section below this one.
O===============O============================================================O
| - Attribute - | - Affects/Governing Attributes - |
O===============O============================================================O
| Strength | How much you can carry, your Fatigue, damage dealt with |
| | melee weapons. Governs Blunt, Blade and Hand to Hand. |
|---------------+------------------------------------------------------------|
| Intelligence | Total Magicka. Governs the skills Alchemy, Conjuration, |
| | and Mysticism. |
|---------------+------------------------------------------------------------|
| Willpower | Magicka regeneration rate, how much fatigue you have. |
| | Governs Destruction, Alteration, and Restoration. |
|---------------+------------------------------------------------------------|
| Agility | Reduces the likelihood that you will lose balance when |
| | struck by an enemy. Affects how much damage you do with |
| | ranged weapons. Governs Security, Sneak and Marksman. |
|---------------+------------------------------------------------------------|
| Speed | Determines the speed of your movement. Governs the skills |
| | of Athletics, Light Armor, and Acrobatics. |
|---------------+------------------------------------------------------------|
| Endurance | Affects your total fatigue, health and the rate at which |
| | your health will increase at when you gain levels. You |
| | gain one-tenth of your endurance attribute each time you |
| | gain a level. Governs Block, Armorer and Heavy Armor. |
|---------------+------------------------------------------------------------|
| Personality | Affects people's default disposition towards you. Governs |
| | the skills of Speechcraft, Mercantile and Illusion. |
|---------------+------------------------------------------------------------|
| Luck | Has an effect on everything you do. An example of this is |
| | the probability of receiving rare items from random drops. |
o---------------o------------------------------------------------------------o
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- Gaining Levels [B06]
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The leveling system in The Elder Scrolls series is different from most
traditional RPGs. You do not gain experience points by killing monsters,
instead you gain levels by making advancements in your major skills. The
seven major skills that you choose during the character creation process are
very important for this very reason. To gain a level, you must raise any
combination of your seven major skills a total of ten times.
There are three main ways to raise your skill levels. One being to simply use
it over and over, the lower the skill level, the easier it is to increase it
by using it. As a particular skill's level becomes higher, it will take more
time to raise it by another level. You can also pay an NPC to train your char-
acter in a specific skill. To do this you must find a character that has a
mastery level higher than yours in the skill that you wish to be trained in.
There is a limit of five trained levels per character level. You may also come
across "Skill Books" in the world of Oblivion. Upon reading these skill books,
you will gain a level in a certain skill.
When you do increase the major skills associated with your class by ten
points, you will receive a notification telling you to find a bed to sleep
and meditate on what you have learned. You must find a bed and use it to
sleep and meditate on what you've learned in order to increase your level.
You do not need to sleep right away however, you can "stack" levels and
sleep in a bed several times in a row to catch up. When you raise your level,
you will have to choose three of your eight attributes to raise. Certain
attributes may receive a bonus modifier, which is determined by which skills
you have increased since you last raised level. The attributes that receive
bonus modifiers are determined by the "governing attribute" of the skills that
you have raised.
For each two levels you gain in a skill, it will add +1 to that skill's
governed attribute's bonus modifier. Whether a skill is Major or Minor does
not affect the modifier. For example, if you gain four levels in Armorer,
which has its governing attribute as Endurance, ten levels in a minor skill
such as Destruction, which has the governing attribute of Willpower, you would
receive the opportunity to increase Endurance by +3 and Willpower by +5. The
bonus modifier has a limit of +5, so don't bother raising a skill to try
and get a modifier by more than ten levels.
------\=======================================================================
[*03] \ - Character Creation -
--------\=====================================================================
The first thing that you must do in Oblivion is design your character.
Oblivion features a very in-depth character creation system. You must choose
from one of the 10 races, design your character's looks (in great detail if
you wish, or you can just choose to randomize their face), select a Birthsign
and assign them a class. This section gives a detailed description of the
options for the choices you must make.
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- Races [C01]
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There are a total of ten different races in Oblivion for you to choose from.
Each race has its own strengths and weaknesses. Every race receives certain
skill bonuses and special abilities that are unique to that race. While deci-
ding on a race, keep in mind the type of character you want to be and make
sure that your choice is well suited for your desired role. Keep in mind how-
ever, that starting stats and skill bonuses really don't matter too much once
you reach higher levels.
+--------------------------- Argonian ---------------------------+
Description: This reptilian race, well-suited for the treacherous swamps of
------------ its homeland, has developed natural immunities to diseases and
poisons. They can breathe water and are good at picking locks.
Skill Bonuses: Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5,
-------------- Illusion +5, Mysticism +5, Security +10
Race Specials: Resist Disease, Immune to Poison, Water Breathing
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 40 | 30 | 50 | 50 | 30 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 40 | 50 | 40 | 40 | 40 | 30 | 30 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+---------------------------- Breton ----------------------------+
Description: In addition to their quick and perceptive grasp of spellcraft
------------ even the humblest of Bretons can boast a resistance to magic
energies. They are particularly skilled at summoning and
healing magic.
Skill Bonuses: Alchemy +5, Alteration +5, Conjuration +10, Illusion +5,
-------------- Mysticism +10, Restoration +10
Race Specials: Fortified Magicka, Dragon Skin, Resist Magicka
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 50 | 50 | 30 | 30 | 30 | 40 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 30 | 50 | 50 | 30 | 40 | 30 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+--------------------------- Dark Elf ---------------------------+
Description: Also known as "Dunmer" in their homeland of Morrowind, the
------------ Dark Elves are noted for their skilled and balanced integr-
ation of the sword, the bow and destruction magic. They are
resistant to fire and can summon an ancestral ghost for aid.
Skill Bonuses: Athletics +5, Blade +10, Blunt +5, Destruction +10,
-------------- Light Armor +5, Marksman +5, Mysticism +5
Race Specials: Ancestor Guardian, Resist Fire
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 40 | 30 | 40 | 50 | 40 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 40 | 40 | 30 | 40 | 50 | 30 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+--------------------------- High Elf ---------------------------+
Description: Also known as "Altmer" in their homeland of Summerset Isle,
------------ the High Elves are the most strongly gifted in the arcane
arts of all the races. However, they are also somewhat vulne-
rable to fire, frost and shock.
Skill Bonuses: Alchemy +5, Alteration +10, Conjuration +5, Destruction +10
-------------- Illusion +5, Mysticism +10
Race Specials: Weakness to Fire, Frost and Shock, Resist Disease, Fortified
-------------- Magicka
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 30 | 50 | 40 | 40 | 30 | 40 | 40 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 30 | 50 | 40 | 40 | 40 | 30 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+--------------------------- Imperial ---------------------------+
Description: Natives of the civilized, cosmopolitan province of Cyrodiil,
------------ they have proved to be shrewd diplomats and traders. They are
skilled with heavy armor and in the social skills. They tend
to favor the warrior class.
Skill Bonuses: Blade +5, Blunt +5, Hand to Hand +5, Heavy Armor +10, Mercan-
-------------- tile +10, Speechcraft +10
Race Specials: Star of the West, Voice of the Emperor
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 40 | 30 | 30 | 40 | 40 | 50 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 40 | 40 | 40 | 30 | 30 | 40 | 50 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+---------------------------- Khajiit ---------------------------+
Description: Hailing from the province of Elsweyr, they are intelligent,
------------ quick, and agile. They make excellent thieves due to their
natural agility and unmatched acrobatics skill. All Khajiit
can see in the dark.
Skill Bonuses: Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10,
-------------- Light Armor +5, Security +5, Sneak +5
Race Specials: Eye of Fear, Eye of Night
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 40 | 40 | 30 | 50 | 40 | 30 | 40 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 30 | 40 | 30 | 50 | 40 | 40 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+----------------------------- Nord -----------------------------+
Description: Citizens of Skyrim, they are a tall and fair-haired people.
------------ Strong and hardy, Nords are famous for their resistance to
cold. They are highly talented warriors.
Skill Bonuses: Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10,
-------------- Restoration +5
Race Specials: Nordic Frost, Woad, Resist Frost
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 50 | 30 | 30 | 40 | 50 | 50 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 50 | 30 | 40 | 40 | 40 | 40 | 30 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+------------------------------ Orc -----------------------------+
Description: The people of the Wrothgarian and Dragontail Mountains,
------------ Orcish armorers are prized for their craftsmanship. Orc
troops in heavy armor are among the finest in the Empire,
and are fearsome when using their berserker rage.
Skill Bonuses: Armorer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy
-------------- Armor +10
Race Specials: Berserk, Resist Magicka
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 45 | 30 | 50 | 35 | 30 | 50 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 45 | 40 | 45 | 35 | 30 | 50 | 25 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+--------------------------- Redguard ---------------------------+
Description: The most naturally talented warriors in Tamriel. In addition
------------ to their cultural affinities for many weapons and armor
styles, they also have a hardy constitution and natural resi-
stance to disease and poison.
Skill Bonuses: Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy
-------------- Armor +5, Mercantile +5
Race Specials: Adrenaline Rush, Resist Poison, Resist Disease
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 50 | 30 | 30 | 40 | 40 | 50 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 40 | 30 | 30 | 40 | 40 | 50 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
+--------------------------- Wood Elf ---------------------------+
Description: The clanfolk of the Western Valenwood forests, also known as
------------ "Bosmer." Wood Elves are nimble and quick, making them good
scouts and thieves, and there are no finer archers in all of
Tamriel. Their ability to command simple creatures is
well-known.
Skill Bonuses: Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5,
-------------- Marksman +10, Sneak +10
Race Specials: Beast Tongue, Resist Disease
--------------
Starting Stats
----------------
o------o--------o--------o--------o--------o--------o--------o--------o------o
| GEND | STRE | INTE | WILL | AGIL | SPEE | ENDU | PERS | LUCK |
o------o--------o--------o--------o--------o--------o--------o--------o------o
| Male | 30 | 40 | 30 | 50 | 50 | 40 | 30 | 50 |
|------+--------+--------+--------+--------+--------+--------+--------+------|
| Fema | 30 | 40 | 30 | 50 | 50 | 30 | 40 | 50 |
o------o--------o--------o--------o--------o--------o--------o--------o------o
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- Birthsigns [C02]
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Part of the character creation process includes choosing one of the thirteen
birthsigns that your marks your character's birth. The birthsigns grant you
special powers, some more useful than others. Below is a table listing each
of the birthsigns and the effect that they have on your character:
O================O===========================================================O
| - Birth Sign - | - Power - |
O================O===========================================================O
| The Apprentice | Grants a 100 point bonus to your Magicka attribute. |
| | 100% Weakness to Magicka. |
|----------------+-----------------------------------------------------------|
| The Lady | Grants a 10 point bonus to your Willpower and Endurance |
| | attributes. |
|----------------+-----------------------------------------------------------|
| The Mage | The Mage grants a permanent bonus of 50 points to your |
| | Magicka attribute. |
|----------------+-----------------------------------------------------------|
| The Thief | Grants a 10 point bonus to your Speed, Agility and Luck |
| | attributes. |
|----------------+-----------------------------------------------------------|
| The Atronach | You do not regain Magicka over time. Instead you have 50% |
| | Spell Absorption. Base Magicka increased by 150 points. |
|----------------+-----------------------------------------------------------|
| The Lord | Blood of the North - Lesser power, regenerates up to 90 |
| | of Health. Permanent 25% weakness to Fire. |
|----------------+-----------------------------------------------------------|
| The Lover | Lover's Kiss - Greater power, paralyze an enemy for 10 |
| | seconds at the cost of 120 points of Fatigue. |
|----------------+-----------------------------------------------------------|
| The Ritual | Mara's Gift - Greater power, Restore health spell. |
| | Blessed Word - Turn the Undead. |
|----------------+-----------------------------------------------------------|
| The Serpent | Slow but potent poison on touch. Also cures and dispels |
| | magic on yourself. Costs 100 points of Fatigue. |
|----------------+-----------------------------------------------------------|
| The Shadow | Moonshadow - Greater power, become Invisible for 60 |
| | seconds. |
|----------------+-----------------------------------------------------------|
| The Steed | The Steed birthsign grants a bonus of 20 to your speed |
| | attribute. |
|----------------+-----------------------------------------------------------|
| The Tower | Tower Key - Greater power, open an Average or lower |
| | quality lock once a day. Tower Warden reflects 5 point of |
| | damage for 120 seconds a day. |
|----------------+-----------------------------------------------------------|
| The Warrior | Grants a bonus of 10 points to your Strength and Enduran- |
| | ce attributes. |
o----------------o-----------------------------------------------------------o
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Skills [C03]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
In total, there are 21 skills in Oblivion. Your character will be composed of
seven skills that will be referred to as "Major Skills" and the rest will be
referred to as "Minor Skills." There are set points that are considered
"Mastery Levels." When you reach a particular mastery level, you will receive
what is called a "skill perk" for the skill in question. The major skills that
you select will start off at the Apprentice mastery level (25). Below is a
table listing each mastery level and its level range:
O=========================================O==================================O
| - Skill Mastery Level - | - Skill Scores - |
O=========================================O==================================O
| Novice | 0-24 |
|-----------------------------------------+----------------------------------|
| Apprentice | 25-49 |
|-----------------------------------------+----------------------------------|
| Journeyman | 50-74 |
|-----------------------------------------+----------------------------------|
| Expert | 75-99 |
|-----------------------------------------+----------------------------------|
| Master | 100 |
o-----------------------------------------o----------------------------------o
The skills are categorized as either Combat skills, Magic skills or Stealth
skills. Each skill in these categories have governing attributes that reflect
their categories. The governing attribute of a skill is important because,
depending on the number of levels in that skill that you gain before gaining
a character level, you will get an attribute bonus. For every two levels you
gain in a skill you will receive one extra point to that skill's governed
attribute. For example, if you gain ten levels in Armorer, it's governing
attribute is Endurance so therefore you will be able to raise your Endurance
by +5 the next time you gain a level and rest. The maximum attribute bonus
that you can get is a +5. Gains in minor as well as major skills count towards
the attribute bonus.
C O M B A T S K I L L S
+---------------------------------- Block ----------------------------------+
Governing Attribute: Endurance
Description: Parry melee attacks with shields and weapons. Successful
blocks reduce damage received.
Novice: A Novice of Block is fatigued when blocking. Also, hand-to-hand
blocking against weapons has no effect.
Apprentice: An Apprentice is no longer fatigued when blocking.
Journeyman: A Journeyman's shield or weapon is no longer damaged when he/she
blocks. Opponents may recoil when blocking with hand-to-hand.
Expert: An Expert blocking with a shield has a chance to do a knockback
counter attack, which staggers the enemy if the shield blow
connects.
Master: A Master Blocking with a shield has an additional chance of
disarming an enemy with a successful knockback counterattack.
+--------------------------------- Armorer ---------------------------------+
Governing Attribute: Endurance
Description: Repair damaged weapons and armor. Damaged pieces of equipment
are less effective.
Novice: A Novice cannot repair magic items.
Apprentice: Repair hammers now last twice as long. Magic items still cannot
be repaired by an apprentice.
Journeyman: A Journeyman of Armorer can now repair magic items.
Expert: An Expert can repair items beyond their highest conditi-
on (To 125%). Expert improved weapons do more damage and expert
improved armor offers better protection.
Master: Repair hammers never break when used by a Master.
+------------------------------- Heavy Armor -------------------------------+
Governing Attribute: Endurance
Description: Make more effective use of armors classified as Heavy Armor.
Heavy armor includes Iron, Steel, Dwarven, Orcish, Ebony and
Daedric.
Novice: Heavy Armor degrades rapidly with use (150% of normal rate).
Apprentice: Heavy Armor worn by an Apprentice degrades at a normal rate.
Journeyman: Armor degrades at a 50% slower rate.
Expert: Worn Heavy Armor only encumbers by 50%.
Master: Equipped Heavy Armor does not encumber at all.
+---------------------------------- Blunt ----------------------------------+
Governing Attribute: Strength
Description: Use weapons categorized as blunt more effectively. This encomp-
asses mace and axe type weapons.
Novice: A Novice performs a basic power attack with a damage bonus in
all directions.
Apprentice: Gain damage bonuses with a Mastery Standing Power
Attack (Hold RT).
Journeyman: Gain damage bonuses with the Mastery Left and Right Power
Attacks (Hold right thumbstick left or right and hold RT).
Has a chance of disarming the opponent.
Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb-
stick and hold RT). Also gains a chance of a knockdown.
Master: Mastery Forward Power Attack (Hold up on the right thumbstick
and hold RT) with a chance to paralyze.
+---------------------------------- Blade ----------------------------------+
Governing Attribute: Strength
Description: Use weapons categorized as blade more effectively. This encomp-
asses dagger and sword type weapons.
Novice: A Novice performs a basic power attack with a damage bonus in
all directions.
Apprentice: Gain damage bonuses with a Mastery Standing Power
Attack (Hold RT).
Journeyman: Gain damage bonuses with the Mastery Left and Right Power
Attacks (Hold right thumbstick left or right and hold RT).
Has a chance of disarming the opponent.
Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb-
stick and hold RT). Also gains a chance of a knockdown.
Master: Mastery Forward Power Attack (Hold up on the right thumbstick
and hold RT) with a chance to paralyze.
+-------------------------------- Athletics --------------------------------+
Governing Attribute: Speed
Description: Run and swim faster. Also effectives rate of lost fatigue
recovery.
Novice: A Novice regenerates Fatigue slowly when running.
Apprentice: An Apprentice regenerates Fatigue 25% faster when running.
Journeyman: A Journeyman regenerates Fatigue 50% faster when running.
Expert: An Expert regenerates Fatigue 75% faster when running.
Master: A Master's Fatigue regeneration rate is never reduced while
running.
+------------------------------- Hand To Hand ------------------------------+
Governing Attribute: Strength
Description: Attack without weapons using your fists to damage and fatigue
opponents.
Novice: A Novice performs a basic power attack with a damage bonus in
all directions.
Apprentice: Gain damage bonuses with a Mastery Standing Power
Attack (Hold RT).
Journeyman: Gain damage bonuses with the Mastery Left and Right Power
Attacks (Hold right thumbstick left or right and hold RT).
Has a chance of disarming the opponent.
Expert: Gain Mastery Backwards Power Attack (Hold down on right thumb-
stick and hold RT). Also gains a chance of a knockdown. Also
gains a chance of a knockback attack while blocking.
Master: Mastery Forward Power Attack (Hold up on the right thumbstick
and hold RT) with a chance to paralyze. While blocking, gains a
chance of a disarm on a knockback attack.
M A G I C S K I L L S
+------------------------------- Destruction -------------------------------+
Governing Attribute: Willpower
Description: Cast spells to inflict magical fire, frost and shock damage or
lower resistances to magic attacks.
Novice: Cast Novice level Destruction spells.
Apprentice: Cast Apprentice level Destruction spells.
Journeyman: Cast Journeyman level Destruction spells.
Expert: Cast Expert level Destruction spells.
Master: Cast Master level Destruction spells.
+------------------------------- Alteration --------------------------------+
Governing Attribute: Willpower
Description: Cast spells to breathe or walk on water, open lock, shield from
physical or magical attacks and alter encumbrance.
Novice: Cast Novice level Alteration spells.
Apprentice: Cast Apprentice level Alteration spells.
Journeyman: Cast Journeyman level Alteration spells.
Expert: Cast Expert level Alteration spells.
Master: Cast Master level Alteration spells.
+-------------------------------- Illusion ---------------------------------+
Governing Attribute: Personality
Description: Cast spells to charm, conceal, create light, silence, paralyze,
command or effect morale or aggressiveness.
Novice: Cast Novice level Illusion spells.
Apprentice: Cast Apprentice level Illusion spells.
Journeyman: Cast Journeyman level Illusion spells.
Expert: Cast Expert level Illusion spells.
Master: Cast Master level Illusion spells.
+------------------------------- Conjuration -------------------------------+
Governing Attribute: Intelligence
Description: Cast spells to summon demonic creatures, magical weapons and
armor or turn the undead.
Novice: Cast Novice level Conjuration spells.
Apprentice: Cast Apprentice level Conjuration spells.
Journeyman: Cast Journeyman level Conjuration spells.
Expert: Cast Expert level Conjuration spells.
Master: Cast Master level Conjuration spells.
+-------------------------------- Mysticism --------------------------------+
Governing Attribute: Intelligence
Description: Cast spells to absorb, reflect, and dispel magic. Move objects,
sense life and bind souls.
Novice: Cast Novice level Mysticism spells.
Apprentice: Cast Apprentice level Mysticism spells.
Journeyman: Cast Journeyman level Mysticism spells.
Expert: Cast Expert level Mysticism spells.
Master: Cast Master level Mysticism spells.
+------------------------------- Restoration -------------------------------+
Governing Attribute: Willpower
Description: Cast spells to restore, fortify or absorb physical and magic
attributes, cure disease and resist magic attacks.
Novice: Cast Novice level Restoration spells.
Apprentice: Cast Apprentice level Restoration spells.
Journeyman: Cast Journeyman level Restoration spells.
Expert: Cast Expert level Restoration spells.
Master: Cast Master level Restoration spells.
+--------------------------------- Alchemy ---------------------------------+
Governing Attribute: Intelligence
Description: Create potions and gain benefits from alchemical ingredients
more effectively.
Novice: Recognizes only the first of four potential alchemical
properties of a substance.
Apprentice: Recognize the first two of four potential alchemical
properties of a substance.
Journeyman: Recognize the first three of four potential alchemical
properties of a substance.
Expert: Recognize all four potential alchemical properties of a
substance.
Master: Create potions from a single ingredient.
S T E A L T H S K I L L S
+-------------------------------- Security ---------------------------------+
Governing Attribute: Agility
Description: Utilize lockpicks to open locked door, chests, containers, etc.
Novice: As many as four tumblers will fall a pick is broken due to
being unsuccessful.
Apprentice: As many as three tumblers will fall a pick is broken due to
being unsuccessful.
Journeyman: As many as two tumblers will fall when a pick is broken due to
being unsuccessful.
Expert: Only one tumbler will fall when unsuccessful.
Master: No tumblers will fall when a pick is broken due to being unsucc-
essful.
+---------------------------------- Sneak ----------------------------------+
Governing Attribute: Agility
Description: Become harder to detect when moving in the shadows by observers.
Pick pockets more effectively (To enter sneak mode, press on the
left thumbstick button).
Novice: Gains a 4x damage bonus for one-handed and hand-to-hand, and a
2x damage bonus for marksmen attacks, when undetected.
Apprentice: Gains a 6x damage bonus for one-handed and hand-to-hand, and a
3x damage bonus for marksmen attacks, when undetected.
Journeyman: Receives no penalty to his/her chance of detection while
sneaking for the weight of his/her equipped boots.
Expert: Receives no penalty to his/her chance of being detected while
sneaking for moving faster rather than slower.
Master: An undetected sneak attack made by a master will ignore the
target's armor rating.
+-------------------------------- Acrobatics -------------------------------+
Governing Attribute: Speed
Description: Jump higher and farther. Avoid damage when falling great
distances.
Novice: Cannot attack while jumping or falling.
Apprentice: Perform normal attacks while jumping or falling.
Journeyman: Gain the dodge ability, hold block and jump in a direction to
roll (Hold RT, right thumbstick left or right and press Y. or
hold RT and down on the right thumbstick to do a back flip!).
Expert: Fatigue loss for jumping is reduced by 50%.
Master: Gains the Water Jump ability. With good timing, a master can
jump off the surface of water.
+------------------------------- Light Armor -------------------------------+
Governing Attribute: Speed
Description: Make more effective use of armors classified as Light Armor.
Heavy armor includes Fur, Leather, Chain, Mithril, Elven, and
Glass.
Novice: Light Armor degrades rapidly with use (150% of normal rate).
Apprentice: Light Armor worn by an Apprentice degrades at a normal rate.
Journeyman: Armor degrades at a 50% slower rate.
Expert: Equipped Light Armor does not encumber the user at all.
Master: While wearing only Light Armor, the Master gains a bonus of 50%
to the rating of that armor.
+--------------------------------- Marksman --------------------------------+
Governing Attribute: Agility
Description: Make more effective use of bow and arrow weapons.
Novice: A Novice is fatigued while holding a bow drawn back.
Apprentice: No fatigue cost for holding a bow drawn back.
Journeyman: While holding block while the bow is drawn, user can zoom in.
Expert: Arrow attacks have a chance of knocking the target down.
Master: Arrow attacks have a chance of paralyzing the target.
+------------------------------- Mercantile --------------------------------+
Governing Attribute: Personality
Description: Get better deals when buying or selling items.
Novice: Value of item is reduced by worn condition of the item.
Apprentice: Value of item that is being sold is not reduced by the worn
condition of the item.
Journeyman: Can buy and sell any object to any vendor, even if he or she
does not usually deal in that type of wares.
Expert: Has the ability to invest in a shop, giving the merchant money
to permanently increase his or her shop's available gold by 500.
Master: All shops in the world always have 500 more gold available.
+------------------------------- Speechcraft -------------------------------+
Governing Attribute: Personality
Description: Use speech to persuade listeners to like and trust you.
Novice: Can offer bribes to increase disposition of certain people.
Apprentice: Gains a free rotation wedge in the persuasion menu.
Journeyman: Falling disposition timer in the persuasion mini-game is 50%
slower.
Expert: Disposition loss from negative results in the mini-game are
reduced from -150% to -100%.
Master: Bribes cast half as much as they normally do.
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Classes [C04]
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
During the character creation process, you must select a class. Your class
is composed of seven major skills, two favored attributes and a specializa-
tion. After the tutorial, you can either choose a predefined class or choose
to create your own custom class. The seven major skills that you select will
determine how your character levels up. By using these skills and progressing
in them, your character will gain levels. The two attributes that you select
as favored attributes will receive a +5 bonus. There are three specializations:
Combat, Magic and Stealth. Each skill in the specialization selected will gain
a +10 bonus.
------\=======================================================================
[*04] \ - Quest Walkthroughs -
--------\=====================================================================
------------------------------------------------------------------------------
- Main Quest - [W01]
------------------------------------------------------------------------------
Tutorial...................................................(MQ01)
Deliver the Amulet.........................................(MQ02)
Find the Heir..............................................(MQ03)
Breaking the Siege of Kvatch...............................(MQ04)
Weynon Priory..............................................(MQ05)
The Path of Dawn...........................................(MQ06)
Dagon Shrine...............................................(MQ07)
Spies......................................................(MQ08)
Blood of the Daedra........................................(MQ09)
Bruma Gate.................................................(MQ10)
Blood of the Divines.......................................(MQ11)
Miscarcand.................................................(MQ12)
Allies for Bruma...........................................(MQ13)
Defense of Bruma...........................................(MQ14)
Great Gate.................................................(MQ15)
Paradise...................................................(MQ16)
Light the Dragonfires......................................(MQ17)
==============================================================================
...Tutorial - (MQ01)..........................................................
==============================================================================
Once Oblivion's opening video has concluded, you will be taken to the Imperial
Prison. Your first task here is to develop your onscreen persona. At this
point, you are only able to create your character's physical features and name
them. As you move through the tutorial, you will be able to alter other
aspects of your character, however. I will tell you now that you will have one
more chance to alter your character's look before you are out of this prison.
So if you are having trouble getting your character looking exactly the way you
want, you can always move on for now and make more changes once you reach that
point. If you are having trouble deciding which race to choose, take a look at
the "Character Creation" section in this guide for some information about each
race, as well as some other information on creating your character. When you
have named and designed your character, exit the character creation menu to
begin.
Your story begins in the Imperial City Prison. There isn't much in your cell;
some bones, a couple of jugs... Don't bother picking any of these items up as
they are virtually useless and will just take up space. Your not alone in the
prison, there is a Dark Elf in the cell across from you. He immediately begins
to hurl insults at you as you gain control of your character. He also assures
you that you are going to die in here, trying to scare you or something. Just
before you and your new friend become better acquainted with each other, some
guards begin to approach, they're heading towards your cell and they're accom-
panied by the Emperor! One of the guards commands you to go and stand over by
the window in your cell, they assure you that you will not be harmed if you
stay out of their way. Go and stand over by the window and the guards will
open the door and enter your cell.
Emperor Uriel Septim approaches you, apparently he recognizes you from a
dream. A short dialogue sequence with the Emperor occurs, select whichever
dialogue options you wish. The Emperor explains that his sons have been
murdered by assassins, and the he needs to escape because it is believed that
he will be the next victim. When your little chat with the Emperor has come
to an end, one of the guards will open a secret passage in the cell. Follow
The Emperor and the guards out of the cell and through the secret passage.
You will eventually come to a halt, some assassins will attempt to attack
the Emperor. Captain Renault is slain during the attack, feel free to arm you-
rself with her Steel Sword or her Akaviri Katana.
The two remaining guards and the Emperor will head through the doorway leading
to the Imperial Subterrane. You will not be able to follow them through here,
but luckily a new passage opens just to the right of this door. There are some
rats in here, so make sure that you have a weapon equipped. Throughout this
quest you will receive notifications that will explain the basic controls of
Oblivion. If you are feeling confused, press the B button to call up the
journal menu, press RT or LT to move over to the Map/Quest section (the one on
the far right) and you can view the tips that have already been displayed to
you.
Step through the passage once you are prepared. You will find an Iron Key in
this room on the corpse of a dead goblin. Approach the door at the end of this
area that leads to the Imperial Substructure and try to open it. It is locked,
but using the Iron Key you can open it without having to pick the lock. In
this area, head straight and turn to your left at the opening. Follow this
path until you reach some enemies, most likely a few rats and maybe a zombie.
If the rats and the zombie are already fighting when you get there, let them
finish their fight and take out the winner. The rest of this area is quite
straightforward. If you do feel like you are getting lost, press the B button
to bring up the journal menu and use RT or LT to go to the Quest/Map
sect ion (one on the far right) and move to the area map using the left
thumbstick.
When you reach the end of this area, you will come to a wooden door that leads
to Natural Caverns. As you move forward, you will receive a quest update. It
will explain sneak mode to you. If you have a torch out, make sure that you
put it away because the goblin will definitely see you if you try sneaking up
on him with one equipped. Once the goblin has be dealt with, explore the
little encampment. There is a chest behind some rocks, approach it and try
to open it. A quest notification will pop up and explain lockpicking to you.
There are some more goblins ahead in this area, and you have to be extra
careful to avoid the traps in this area. As you exit the area with the
first goblin, there are some hanging spike traps. There is a trip wire
and a goblin in this area, just get the goblin's attention and he should
approach you and most likely get killed by the trap. When the enemy has
been dealt with, leave this area and head straight. Straight ahead there
are some logs that can be used against the goblins standing below. Run over
to them and press A when the prompt appears to activate the push logs. Proceed
and you will find yourself in a large, open room. There are rats, several
goblins and a goblin witch in this area, so be cautious as you move through.
When you are finished exploring this area, proceed to the exit.
Go through the door that leads to the Imperial Subterrane to meet up with
the Emperor and his guards. You will witness the group being attacked by some
more assassins. When the fight is over, the Emperor will approach you and
another conversation will begin. At this point, you will have to choose one
of the thirteen birthsigns that marked your character's birth. Your character
will receive bonuses for the birthsign that you choose. You will have one more
chance to change your birthsign before you are out of the prison, so no need
to put too much thought into it right at this moment.
After the conversation, Baurus, one of the Blades, will begin talking with
you. He can tell you some information about the Blades and the Emperor if
you wish. He will also hand you a torch, though you more than likely have
already picked up a few as you moved through the Imperial Substructure. The
Emperor and the guards will continue moving forward, follow them. The group
will once again be attacked by a group of assassins as you attempt to move
forward. When they are all dead, continue following the group and even more
assassins will attack. The Emperor and the guards will go through a door
leading to the Sanctum, follow them. Eventually you and the others will reach
a dead end. The Emperor feels that this is the end of the line for him, the
guards go on ahead while you are charged with the task of defending Septim.
He will hand over the Amulet of Kings, and he gives you the task of delivering
it to Jauffre in Weynon Priory. An assassin enters the room and slays the
Emperor where he stands... There is nothing you can do.
After the battle with the remaining assassins, Baurus will approach you. He
asks you about the Amulet and you tell him what you must do with it. Baurus
tells you about a secret path leading out of the Imperial Prison, through the
sewers. He gives you his key, which you must use to get to the sewers. Now it
is time to choose your character class. Based on your performance in the
tutorial, the game will suggest a class for you to choose. There are twenty-one
pre-made classes, but you can also choose to create your own class if you wish.
I suggest reading up on the "Character Creation" section of this guide
for some useful information to help you with the process.
As with your appearance and birthsign, you have one more chance to edit your
character's class before the end of the sewers. This point is right before you
exit the sewers. When you have decided on your class, Baurus will tell you
that you must deliver the Amulet to Jauffre as soon as possible. If you picked
up Captain Renault's Akaviri Katana earlier when she was slain, Baurus will
thank you for retrieving it and he will take it from you.
==============================================================================
...Deliver the Amulet - (MQ02)................................................
==============================================================================
To get to the sewers, go through the passage that the assassin used to enter
the room and slay the Emperor. Locate the locked door that requires a key and
open the door using Baurus' key. When you unlock the door, you will find the
entrance to the sewers. In the sewers you will find some rats and several
goblins, be wary as you progress because it is very dark and the enemies can
catch you off guard. Head down the stairs and go through the passage below.
Cross the bridge that is farthest to the right in this area. Be cautious as
you proceed, there are likely rats or goblins in this tunnel. Climb up the
stairs and cross the bridge to the other side of this area and open the gate.
Now just continue moving forward until you reach the gate that leads to the
City Isle.
[Escaped the Imperial Sewers, achieved!]
This is it, you're about to step out into the land of Cyrodiil. You can see
the light at the end of the tunnel. At this point, if you press A to open the
gate when prompted, a menu will appear. This is your ONLY chance to revise
your character. Once you step through that gate, you will not be able to
edit your character at any other point in the game. I highly suggest that you
create a separate save file right before exiting the sewers. This serves
several purposes: For one, if you get a few hours in to the game and you feel
that your character isn't working for you, you can load up this save and just
edit your character without having to go through the entire character creation
process again. Also, if in the future you wish to start a brand new character,
you can just simply load up this save and create a new character without
having to go through the beginning tutorial sequence again.
You can edit all aspects of your character while you are at this point, so
take the time to make sure that you are completely happy with your character
before you proceed. Once you open the gate and set foot outside, you're home
free! You are now free to do what you want to do. Nothing is forcing you to
proceed with the main quest, so feel free to go off and do some side quests,
join a guild or two, scour some dungeons in search of new equipment, etc.
You need to bring the Amulet of Kings that the Emperor gave you to a man named
Jauffre in Weynon Priory, which is located near the city of Chorrol. Chorrol
is located just west of the Imperial City. You can bring up the world map by
pressing the B button to call up the character menu, using LT or RT to move to
the Quests/Maps section and moving to the second icon to the left in the
row. You can use the Right Thumbstick to move and view the map. Now, there are
two different ways you can get to Weynon Priory. One of the ways is just by
simply walking there, you can set "Deliver the Amulet" as an active quest so
the marker that points to Weynon Priory will appear on your compass. There is
a faster way to jump to Weynon Priory however.
You can "Fast travel" to any location on your map (cities or dungeons you have
visited at least once) by calling up the world map, moving the cursor over the
location that you wish to travel to, and press the A button while hovering
over it. We want to go to Weynon Priory, so call up the world map, locate
Chorrol and move the cursor down so it is on top of Weynon Priory, press A
and confirm that you want to travel there. Now that you have arrived to Weynon
Priory, you must locate Jauffre and deliver the Amulet of Kings. As you enter
the Priory, look to your right to see a large house. This is Weynon House and
Jauffre is most likely in there. The NPCs in Oblivion have their own schedules
and they do not stay in one place. Jauffre should be in Weynon House during
the day, along with Prior Maborel.
When you enter the house, head up the stairs and turn to the right. Jauffre
should be sitting at his desk here. If he isn't and you don't feel like
looking elsewhere for him, you can press the Back button and wait a few hours
until he goes to sit at his desk. Once you have located Jauffre, speak to him
and tell him that you have the Amulet of Kings. Jauffre is shocked that you
have brought the Amulet to him, he tells you about Mehrunes Dagon and the
realm of Oblivion. Without an Emperor on the throne, he believes that the
Daedra from Oblivion may be able to invade Cyrodiil. Once you hand over the
Amulet, Jauffre will assign to you another task.
It turns out that the Emperor has an illegitimate son named Martin. You must
find him and bring him to the safety of Weynon Priory. Before you leave, you
can speak with Jauffre and learn some more about Martin, the Blades, the
Emperor, and some other information. If you select "Assistance" from the
dialogue options, Jauffre will unlock the chest in the Weynon House and allow
you to take some basic weapons and armor. If you speak to Prior Maborel, he
will offer to give you his horse. If you can find Brother Piner, who should be
in the Weynon House, he will give you the "Warp in the West" skill book, which
will increase your Block skill by one level when it is read.
==============================================================================
...Find the Heir - (MQ03).....................................................
==============================================================================
You must now journey to the city of Kvatch to find the Emperor's illegitimate
son Martin. Jauffre has told you that Martin is serving as a priest in the
Chapel of Akatosh. Kvatch is located southwest of the Imperial City, if you
choose to walk there you can set "Find the Heir" as your Active Quest so a
red marker will appear on your map and compass, leading you to Martin. However
you decide to get there, fast travel or by foot/horse, once you reach Kvatch,
a man name Hirtel will approach and begin a conversation with you. He brings
grave news with him, the city of Kvatch is now in ruins.
A gate to Oblivion opened and Daedra poured out and destroyed the city. Up the
road you will find what's left of the people of Kvatch, they have set up a
small encampment. If you speak to the townspeople, they will tell you about
the destruction of Kvatch, if you ask about Martin they tell you that he
didn't make it out of the city. You need to make your way up the hill to the
city of Kvatch. There is a very straightforward path just north of the fire
leading up to the city gates.
The sky becomes an ominous crimson as you ascend. Once you reach the top, you
will find what is left of the Kvatch guard. In the distance, there is a gate
leading to the realm of Oblivion. Savlian Matius will confront you, telling
you to turn back. Select "Help" from the dialogue options to offer your
services. This will add a new quest, "Breaking the Siege of Kvatch" to your
journal. If you ask Savlian Matius about Martin, he will tell you that he
believes that Martin is still alive, with a group that barricaded themselves
within the Chapel of Akatosh inside the city. Before you can speak with Martin
in Kvatch, you must first progress in the "Breaking the Siege of Kvatch"
quest.
When you have completed the "Breaking the Siege of Kvatch" quest, speak with
Martin and have him follow you so you can travel with him to Weynon Priory. If
you choose to fast travel to Weynon Priory, Martin will travel with you there,
so it is much faster to just fast travel. As you arrive to Weynon Priory, it
is evident that there is trouble. Eronor, a dark elf, will initiate a convers-
ation with you and tell you what is going on. He tells you that Prior Maborel
has fallen, and that Jauffre may still be alive inside the chapel.
==============================================================================
...Breaking the Siege of Kvatch - (MQ04)......................................
==============================================================================
Speak with Savlian Matius and offer your assistance. He will ask you to help
close the Oblivion gate that has opened up outside the ruins of Kvatch.
Savlian is willing to lead his men into the ruined city in an attempt to reach
the survivors in the Chapel of Akatosh, but you must first close the Oblivion
Gate that is halting their progress. To close an Oblivion gate, you must climb
to the top of a tower and remove the Sigil Stone. This is no easy task, and
since this is your first Oblivion gate make sure that you stock up on supplies
such as Repair Hammers, health and magic potions, arrows (if needed), or
anything else you feel you will need. Things are going to be rough once you
step through that portal, so I suggest saving your game before stepping
inside.
As you approach the gate, some minor Daedra will emerge from the portal. Take
them out and then proceed into the gate. There will be some enemies up ahead
as you enter the portal. You also may run into a guard names Ilend Vonius, he
tells you that a survivor of the assault on the Oblivion Gate has been taken
to the large tower within Oblivion. At this point, you can tell him to exit
Oblivion and assist Captain Matius, or you can ask him for some assistance. In
all honesty, it is better to just send him out of the gate, since it is almost
certain that he will die fairly quickly. You have a relatively long and treac-
herous path ahead of you. Start by taking the northwest path from the Oblivion
gate. This path is very straightforward, but you will want to remain vigilant
as you move along. There are several enemies ahead, and some falling boulders
that you will need to watch out for.
Be on the look out for Harrada roots as well, plants that will swipe at you as
you walk by. You should be able to see three tall towers in the distance. You
can enter the middle tower, move east and look around for some steps leading
up to the door. Take the door that leads to "The Blood Feast." Be on guard as
you enter, there is at least one enemy on this lower level. Look around for a
door that leads to "Rending Halls" and go through it. Climb up the ramp and
open the door, more than likely there is an enemy here waiting just outside
the door. There is a Blood Fountain to the left of this room that will heal
you if you are low on health. There are likely several enemies packed in this
room, so be cautious. Once the area is clear, take one of the doors in this
room that leads to the second level of the Blood Feast.
Follow the ramp up, while on watch for enemies, and open one of the doors
leading to "Corridors of Dark Salvation." As always, remain vigilant as there
are enemies in this room waiting for you. Walk up the ramp and open the door
to the unlocked door to the left that leads to "Planes of Oblivion." When you
step through, you will find yourself outside the tower on a bridge, connected
to another tower. Follow the bridge to the end and head inside "Reapers
Sprawl." As you enter you will likely hear a man shouting for help, that is
the survivor Ilend Vonius was speaking of. Ascend up the ramp with caution,
the Dremora Sigil Keeper is above guarding the caged man. Loot the Sigil Keep
Key from the Keeper's body once he is slain and then speak with Menien Goneld.
Unfortunately there is nothing you can do to release to imprisoned man, but
he tells you top proceed on to the Sigil Keep and take the Sigil Stone.
Head back down the ramp and exit back through the door that you entered from.
Cross the bridge and return to the "Corridors of Dark Salvation." Locate the
locked Citadel Hall door at the top of this room. The door will be unlocked
with the Sigil Keep Key. Head up the ramp, be very careful of the wall spike
traps along the way. Exit this room through the door that leads to the next
level of the Blood Feast. Take one of the ramps up to your left or right and
open the "Ruined Portal to The Blood Feast." You will find yourself on an even
higher level in the Blood Feast area. Cross the bride and follow the ramp up,
be cautious of enemies on this level. At the top there is a door leading to
the "Sigilum Sanguis." It is an Easy quality lock but it will open with the
Sigil Keep Key. I suggest saving your game at this point, because you will
probably get attacked by several enemies at once in the Sigil Keep. Take note
of the Blood Fountain here, in case things get hectic and you need to retreat.
Climb up the spiral ramp to the second level of the keep. Be careful of any
enemies, and then proceed up the second ramp on this level. The Sigil Stone
is right in front of you, approach it and "Activate Sigil Stone." The room
erupts into flames and with a bright flash you are instantly teleported out
of Oblivion, back outside the gates of the ruined city. Head back to the
group and tell the captain that you have succeeded. When you are ready, tell
Matius to proceed. As with Oblivion, make sure you are prepared because things
may get hectic once you step foot in Kvatch. Charge towards the gate to Kvatch
and follow the guards into the ruined city. The southern plaza is crawling
with enemies, but it must be cleared before you can rescue the survivors from
inside the chapel. Once all of the Daedra in the plaza have been dealt with,
speak with Matius for further instructions.
[Closed an Oblivion Gate, achieved!]
It's now safe for the survivors to leave the safety of the chapel and join
the remaining townspeople in the encampment to the south of the ruined city.
Head towards the chapel, which is just north of the plaza and proceed inside.
Inside you will find the survivors of the attack on Kvatch still in one piece.
You can find Martin in the main area of the chapel, near the shrine. Speak
with him and tell him that he is the Emperor's son and that he must travel
with you to Weynon Priory. Now speak with Matius to complete the quest.
A new quest will be added to your journal called "The Battle for Castle
Kvatch." You don't need to do this quest, at this point you can simply take
Martin back to Weynon Priory and continue on with the main quest line. This
is, in a sense, a side quest. Whatever your decision may be, continue on with
your quest. You can find "The Battle for Castle Kvatch" in the "Side Quests"
section or if you choose you can continue with the "Find the Heir" quest.
==============================================================================
...Weynon Priory - (MQ05).....................................................
==============================================================================
There are Mythic Dawn Agents attacking Weynon Priory, be careful as they will
likely run straight at you when they spot you. Head straight to the chapel to
the east of the Weynon House and head inside. Inside, you will find Jauffre
being attacked by some Mythic Dawn Agents. Assist him, then he will speak with
you and tell you what happened. You must go and see if the Amulet of Kings is
safe, follow Jauffre out of the chapel and into the Weynon House. Jauffre
discovers that the Amulet of Kings has been taken, he fears that the enemy has
defeated them, until you tell him that you have found Martin. Jauffre tells
you that Martin has the best chance of survival if you bring him to the Cloud
Ruler Temple. It is located high in the mountains of Bruma, you must travel
there with Jauffre and Martin to get him to safety.
You can head outside of the Weynon House and just simply fast travel there.
It would be much quicker since Cloud Ruler Temple is quite a ways away from
Weynon Priory, and on top of that you have two NPCs with you to look after.
If you fast travel there, they will travel with you so I suggest taking that
route. Once you and the others have arrived, approach to the big gates and
open them. Cyrus will come to greet your group, and then lead Martin and
Jauffre inside. Martin will give a short speech to the Blades. Once it is
concluded, he will speak with you again, he suggest speaking with Jauffre to
discuss what to do next and how to recover the Amulet of Kings from the enemy.
==============================================================================
...The Path of Dawn - (MQ06)..................................................
==============================================================================
If you speak to Jauffre, he will thank you for what you have done, and ask
you if you would like to join The Blades. You don't have to join the Blades,
it is your choice, you do not need to in order to progress in the storyline.
If you do join, he will give you an Akaviri Katana, and you can find some
Blades equipment in the Cloud Ruler Temple West Wing. When you are ready speak
with Jauffre and select the "Amulet of Kings" from the dialogue options.
Jauffre wants you to contact Baurus who is in the Imperial City inside Luther
Broad's Boarding House. He believes that Baurus may have some information on
the assassins that can be used to help recover the Amulet of Kings. Luther
Broad's Boarding House is located in the Imperial City's Elven Gardens dist-
rict, unless you want to walk all the way there, you can just fast travel from
Cloud Ruler Temple.
Once you arrive in the Elven Gardens District, go up the steps in front of you
until you reach then junction, then turn to your left. Luther Broad's Boarding
House is right here, head inside. Baurus should be sitting on a stool right in
front of the counter. Speak with Baurus, he will tell you to sit down, follow
his orders and seat yourself on the stool right next to him. Baurus will tell
you that in a moment, he is going to get up off the stool, and the man seated
in the corner reading is going to follow him. When this happens, he wants you
to follow the man. Just select "I'm ready when you are" from the dialogue
because Baurus is unwilling to talk about anything at this time.
Wait until you see the man seated in the corner reading stand up and start
following Baurus, then get up yourself and follow them into the basement.
Continue following them, wait until the man starts to attack Baurus, then
help Baurus out. The man was in fact, a Mythic Dawn Agent. When he is dead,
search his body and retrieve the "Mythic Dawn Commentaries 1" from him.
When you have the book, speak with Baurus again. Baurus will tell you what
he has learned about the Mythic Dawn cult. When you ask him what the next
move will be, he tells you to go and see Tar-Meena at the Arcane University.
She is the apparent resident expert on daedric cults, so bring her the book
to see what she makes of it, she may be able to tell you more about how to
locate the Mythic Dawn. You can step outside and fast travel to the Arcane
University, which is located in the Imperial City where you already are,
or if you choose, you can walk there. Either way, once you are there walk up
to the door and step inside.
Tar-Meena is a female Argonian that you should be able to find in the Arch-
Mage's Lobby. When you find her, speak with her and select "Mythic Dawn" from
the dialogue options. She will tell you a little bit more about the Mythic
Dawn, when she is done tell her that you have found one of their books.
Tar-Meena tells you that there are four volumes of the Mythic Dawn Comment-
aries. She will give you the "Mythic Dawn Commentaries 2" and tell you that
you should check out the bookstore First Edition in the Imperial City Market
District. Leave the Arcane University and get yourself to the Market District.
When you fast travel, just head straight, past the junction and you will find
the bookstore to your left.
Go inside and speak with Phintias, the First Edition's proprietor. Select
"Mysterium Xarxes" from the dialogue options, he tells you that he has a copy
of the third volume on hand, but is already paid for by another customer. If
you ask him about Gwinas, the man that is purchasing the book, he will tell
you that he is late and should be coming to pick up the book soon. You'll have
to wait for him to arrive so you can speak to him about it.
Stand off to the side and wait for Gwinas to arrive. Once Gwinas arrives,
allow him to walk up to the counter and obtain the book from Phintias. Speak
to him and ask about the book, it turns out that Gwinas had no idea that the
Mythic Dawn were the group that assassinated the Emperor and his sons. When he
realizes this, he wants nothing to do with the Mythic Dawn cult and he is
happy to get the book off his hands by handing it over to you. He tells you
that you can only obtain the fourth volume by speaking with a member of the
Mythic Dawn cult. He had a meeting set up with The Sponsor to obtain the
fourth book, he gives you a note which will lead you to the meeting place.
The note says to go alone to the Sunken Sewer, beneath the Imperial City, and
sit at the table. First, you must head back to the Elven Gardens District and
speak with Baurus once more to tell him what you've learned.
When you enter Luther Broad's Boarding House, Baurus will automatically
initiate a conversation with you. Tell him what you know and he will insist on
going along with you to the meeting, since he apparently knows that part of
the sewers very well. Follow Baurus out of the boarding house and continue
following him, he will eventually lead you to a grate that leads to the Elven
Garden sewers. It is very dark in the sewers, so I hope you have some means of
creating light, such as a torch or a spell. All you have to do now once in the
sewers is follow Baurus and fight of any enemies that try to attack you. You
cannot run ahead because Baurus will not follow you, he will just freeze. So
make sure that you stay close behind him.
Once Baurus stops moving, he will initiate a conversation with you. He wants
to go to the meeting while you keep watch on him from above. At this point,
Baurus is no longer immune to death, if his health falls to zero he will be
dead. If you keep Baurus alive, after the quest if you speak to him, he will
raise blade and heavy armor skills by one point. So if you want to keep him
alive, tell him that you will meet the Sponsor. Go through the doorway and
enter the Sunken Sewers. Approach the table and seat yourself in the chair.
The sponsor will enter the room and begin talking to you. A little ways into
his briefing, it will be revealed that you did not come to the meeting alone.
You have to act fast if you don't want Baurus to die, because several Mythic
Dawn guards will come out and attack the both of you. Raven Camoran has the
"Mythic Dawn Commentaries 4" on him, locate his corpse once the battle has
finished and take it from him. Go through the gate that Raven used to get into
the room and climb up the steps. You should have retrieved a Sunken Sewers key
from any one of the Mythic Dawn guards' bodies. Follow through this area until
you reach the Talos Plaza sewers, using the Sunken Sewers key you can unlock
the door.
Proceed into the next area, there is likely to be an enemy in here so be
cautious. Locate the turn wheel next to the fire and activate it to open
the door on the west side of this room. Enter and climb up the steps to your
left. In this room, take the passage on the east side of this room. Move
straight through this room and then move south down the next large area.
Go through the passage at the end and exit through the door to the south
of this room which will take you to the south west tunnel. Head straight
and go through the door leading to the temple sewers. Enter next area with
caution, as there are likely to be some enemies in this room. Activate the
turn wheel to your right and go through the gate.
First, go through room northeast of this room. Cross the bridge and follow
this series of rooms until you reach the end. Look for the turn wheel at the
bottom of the stairs and activate it to open the gate in the circular room. Go
down to the bottom level of the circular room and follow the newly accessible
tunnel. Locate another turn wheel to the left of the tunnel on the western
side of the room and activate it. Go through the tunnel and move down to the
lower level of this area. Follow the path up and go through the open gate.
Take a right in the next room, follow the path and climb up the stairs and you
will find a ladder leading to Amantius Allectus' Basement.
Exit the basement and leave the house through the door leading to the Imperial
City's Temple District. Now you must return to the Arcane University and speak
with Tar-Meena. She will tell that Mankar Camoran hid a message within his
writings that provide directions to the Mythic Dawn shrine. By deciphering
the hidden message and locating the shrine, one would be considered worthy of
joining the Mythic Dawn. Tar-Meena will study the texts, and in a day she will
have some more information about it. You can study the books yourself however,
and try to figure it out.
The Mythic Dawn Commentaries are also skill books, so by reading them you will
gain skill levels. Now, to solve the hidden message all you have to do is take
the first letter of each paragraph and put them together. Simple, isn't it? I
guess Mankar Camoran has very low expectations for those he considers "worthy."
By taking each letter from the beginning of every paragraph across the four
volumes and putting them together, you would get the following string of text:
"GREENEMPERORWAYWHERETOWERTOUCHESMIDDAYSUN." This, unjumbled together, is
"Green Emperor Way Where Tower Touches Midday Sun."
Leave the Arcane University and get yourself to the Imperial City's Palace
District, which is the Green Emperor Way that is mentioned in the message.
When you are standing by the steps leading to the entrance of the palace, look
to the right and you should see a small tomb. This is the "Tomb of Prince
Camarril." If it is not close to 12pm, you can press the Back button and wait
the amount of hours needed to make the time around 12pm. Stand by the front of
the shrine, where there is a vine hanging, and wait until the path is revealed.
The symbol should light up at around 11:50am, and it will disappear at 12:30pm,
so make sure to use the wait feature so that it is around 11:30am. When the
symbol manifests, approach the shrine and press the A button when prompted. It
is a map of Cyrodiil that shows the location of the Mythic Dawn shrine. Not a
very inconspicuous place to put a map showing directions to your top secret
cult hideout now is it?
[Located the Shrine of Dagon, achieved!]
==============================================================================
...Dagon Shrine - (MQ07)......................................................
==============================================================================
The Shrine of Dagon is located in the Lake Arrius Caverns. It is just west of
the Imperial City and north of Cheydinhal. You cannot fast travel directly to
the cavern if you have not been there already. It is marked on your map, and
the active quest marker will direct you to it if you choose to walk all the
way there. I suggest fast traveling as it is the much faster option. You can
start by fast traveling to Cheydinhal's Black Waterside Stables, since the
caverns containing the shrine is just north from here. Now you have a relati-
vely short trek ahead of you, just follow the green active quest marker and
it will lead you straight to the caverns. When you have located the caverns,
open the wood door and head inside. Proceed further into the caverns until you
come to a door with a couple of red Mythic Dawn flag banners. As you approach,
the Doorkeeper will initiate a conversation with you. Your goal in this shrine
is to retrieve the Amulet of Kings. There are essentially two ways of comple-
ting this quest: For one, you can go along with them, make them believe that
you actually want to join the Mythic Dawn, or you can run into the shrine
and bash everybody's heads in.
I highly suggest that you go with the former, as there are numerous cultists
in the shrine and depending on your level, you probably won't be able to take
them all on at once. I'm going to assume that you want to go down this route,
if you want to do things the violent way it doesn't really require much instr-
uction. Basically run in, kill everything that moves and be on your way. The
Mythic Dawn Doorkeeper will open the doors to the shrine, Inside you will
encounter Harrow, who orders you to hand over all of your items to him, and he
will provide you with an initiate Mythic Dawn's robes. If you want, before hand
you can drop all of your possessions outside, when Harrow gives you the robe
just run over and take all of your stuff back. Agree to give him all of your
possessions, if you don't he will simply attack you. Follow Harrow into the
Shrine Antechamber, continue following him and he will lead you to the Dagon
Shrine. Inside, you will witness Mankar Camoran giving a speech to the Mythic
Dawn. On the table in front of him, is the legendary Mysterium Xarxes! Do not
touch this book yet, allow Camoran to finish his speech.
As his speech concludes, he will open a portal and disappear into "Paradise."
He has taken the Amulet of Kings along with him as well. Don't worry, there
is nothing that you can do at this point. He has, however left the Mysterium
Xarxes in the shrine, that's your ticket to paradise. Ruma Camoran will
approach and initiate a conversation with you. She tells you that you are
required to spill the blood of Lord Dagon's enemies. Tell her that you will
slay the sacrifice, even if you intend not to. If you tell her that you won't
do it, the cult will attack you. Grab the Silver Dagger that is next to the
Mysterium Xarxes. You can't do much with this, because the whole place will
start attacking you, but at least you can arm yourself. Whether you kill
the sacrifice or not doesn't really matter, they'll still attack you either
way when you snatch the Mysterium Xarxes. You can choose to free the prisoner,
which could cause a distraction, but the Mythic Dawn tend to ignore him and go
straight for you. Make sure that you have some kind of healing spell or some
other means of healing yourself while on the move ready. I recommend that
you save your game before you do anything else.
Now is a good time to grab all of your possessions from Harrow if you didn't
drop them outside. I suggest that instead of killing or freeing the prisoner,
you locate Harrow and just start attacking him until he is dead, then run up
to the table, grab the book and high-tail it out of there. You're going to
need to run like a madman unless you think you can take them all on at once.
Hopefully along the way you can manage to pick them off as they are coming
at you because you will have a tough time running through the shrine trying
to find a way out with a bunch of angry cultists chasing after you. The path
that you used for your entrance has been blocked off, so you will have to
escape through the Living Quarters. The living quarters are to the left of
the giant podium, run up the stairs to the right, past the red flag banners,
and follow the path around until you reach the door leading to the living
quarters. You've got to move fast, the Mythic Dawn will be sure to follow you
through the door.
Run straight and turn right as soon as you can. There are some Mythic Dawn
Acolytes up ahead, pay them no heed and run past them. Take a left and then
a right, don't go down to the left as it leads to a dead end. Follow this
path down until you reach a large, open room. Immediately run to your left
and hop up the rocks to the higher level of this area. There are a couple
of Acolytes up ahead, but they won't be able to jump up after you. Run along
the upper level and go through the passage to your left when you reach it.
There are several more Acolytes up ahead, as well as the others that you
have on your tail. Just keep up with the running and healing. Follow the
path along until you reach another room There are two things you can do here,
run up past all of the Mythic Dawn and go through the passage to the right,
exit to the Shrine Antechamber. Perhaps this is where you can make your stand,
the Acolytes will surely follow you, and if you quickly strike when they
first appear you should be able to kill them. If you have an adequate amount
of healing and mana potions, you should just keep running. Run past the door
and just continue following this route until you reach the door leading back
to the Lake Arrius Caverns.
Run straight ahead, be sure to hit the handle on the wall to your the left as
you make a left and then run down past the lowering rock wall. Now just run
straight ahead down the middle of the room and exit out of the caverns as you
came in. If there are still Mythic Dawn guards pursuing you, they will more
than likely follow you outside. It is easy to deal with them however, when
they are not all attacking you at once. That's it, you've made it outside!
Now you need to bring the Mysterium Xarxes to Martin at the Cloud Ruler
Temple. Fast travel to the Cloud Ruler Temple and you Jauffre will approach
you. He will ask you about the Amulet, you will have to tell him that Mankar
Camoran escaped with it. You do have the Mysterium Xarxes, however, so all is
not lost. Head to the Great Hall and bring the book to Martin. He believes
that the key to opening a portal to Camoran's paradise lies within the pages
of the Mysterium Xarxes, but he requires some time to study it.
==============================================================================
...Spies - (MQ08).............................................................
==============================================================================
After speaking to Martin about the Mysterium Xarxes, he will tell you to go
and speak with Jauffre about Mythic Dawn agents spying on the Cloud Ruler
Temple. The quest "Spies" will be added to your journal, make this your active
quest and the green marker will attach itself to Jauffre, so your compass will
lead you to him. Locate Jauffre, speak with him and select "Spies" from the
list of dialogue options. Jauffre tells you that strangers have been sighted
near Cloud Ruler Temple. He suspects that they are Mythic Dawn spies, based
in Bruma. He suggest speaking with Captain Burd in Bruma, who might know of
any strangers in town. Captain Steffan of the Blades can tell you where he
has seen the suspected spies. The active quest marker will attach itself to
Steffan now, so follow your compass and speak with him, he can probably be
found patrolling the Cloud Ruler Temple outside.
Steffan tells you that the spies have been seen on the road to the Cloud Ruler
Temple, usually near the runestone at dusk. Leave the Cloud Ruler Temple and
follow the green marker on your compass, it will end up leading you to the
Hestra Rune Stone. Steffan said that they are usually seen near the runestone
at dusk, the spies should turn up around 11pm, so press the Back button and
wait until it is around 11pm. As soon as the Mythic Dawn spies spot you, they
will summon their armor Mythic Dawn and attack you. Aren't spies supposed
to remain... inconspicuous? Either way, once they are dead you will have to
travel to Bruma and speak with Captain Burd. The green marker will attach
itself to Captain Burd now, use your compass to locate him. Search Jearl's
corpse before you head to Bruma and take Jearl's Key and the Basement Key.
Once you have located Burd, speak with him and select "Spies" from the dialo-
gue options. After you tell Burd that Jearl was a spy, he will give you
permission to search her house to look for clues. Locate Jearl's house,
which is marked by the red marker on your compass, and head inside to invest-
igate. There isn't any apparent evidence upstairs, there is a trap door that
leads to the basement. Look behind the chair to the left of the table and
open the trap door. You will find a document entitled "Jearl's Orders" as
well as a "Mythic Dawn Commentaries 2." Grab Jearl's Orders off of the table
and head back through the trap door leading back upstairs. Exit Jearl's house
and either walk or fast travel back to Cloud Ruler Temple. You need to bring
this document to Jauffre, who is marked on your compass. Speak with Jauffre
show him Jearl's Orders.
==============================================================================
...Blood of the Daedra - (MQ09)...............................................
==============================================================================
Go and speak with Martin about his progress deciphering the Mysterium Xarxes.
Martin has made some progress deciphering the book, he has discovered that
four items are required to open the portal to Camoran's Paradise. So far he
has only managed to identify one of these items, "Blood of a Daedra Lord." He
tells you about the Daedric artifacts, and how they are created with the
essence of a Daedric Lord. He says that the blood of a Daedra Lord refers to
a Daedric Artifact. In total, there are fourteen different daedric artifacts.
Some of these artifacts are incredibly useful items. To obtain one of these
artifacts, you must locate a particular Daedric Lord's shrine and present a
specific offering or meet a certain condition. You will then be able to
converse with that Daedric Lord, who will then proceed to send you on a quest,
in which your reward will be their daedric artifact.
Martin tells you that there is a book on his desk entitled "Modern Heretics."
Upon reading this book, a map marker leading to the Shrine of Azura will be
added to your map. Now, you can bring any one of the fourteen daedric artifa-
cts to Martin. The artifact that you receive from Azura's shrine happens to be
the incredibly useful "Star of Azura," which acts as a reusable grand soul
gem. When you bring Martin a daedric artifact, that artifact will have to be
used to open the portal, which essentially means destroying it. Believe me,
you do not want to give up the Star of Azura, which is arguably one of the
best items in Oblivion. You can go and view the "Daedric Shrine Quests"
section in this FAQ, which has walkthroughs for each and every Daedric Shrine
quest.
There are some daedric artifacts that are not as good as the others, so look
over the rewards and decide which one you would be willing to give up. I
personally suggest giving up something such as the Mace of Molag Bal,
especially if you don't use blunt weapons as your primary weapon type. The
problem with this is, you need to be level seventeen to be accepted by Molag
Bal, so depending on your level, you may not be able to do that quest at this
time. Where as the Star of Azura has a level requirement of only two, its item
is much too useful to give up. If you are below level ten, I would suggest
seeking the Sheogorath shrine. As a reward for this quest, you will receive a
weapon called "Wabbajack." A fun weapon, but essentially useless. Sheogorath's
level requirement is only level two, as well. Once you have acquired a
suitable Daedric Artifact, return to Martin at the Cloud Ruler Temple and
speak with him.
[Delivered Daedric Artifact, achieved!]
==============================================================================
...Bruma Gate - (MQ10)........................................................
==============================================================================
After you deliver a Daedric Artifact to Martin, he will tell you to speak with
Jauffre because he needs to speak with you. The active quest marker will be
pointing to Jauffre, so use it to locate him since he tends to move around
quite a bit. He should be outside the Great Hall, and he will probably
approach you and initiate the conversation. Jauffre tells you that an Oblivion
Gate has opened near Bruma, the countess has requested the assistance of the
Blades to help here guardsmen close it. Since you have already dealt with and
successfully closed one of these gates before, Jauffre wants you to go and
assist the Bruma guards. Once they see how it's done, they should be able to
handle any other gates that open up around Bruma. You need to travel to Bruma
and meet Captain Burd outside the city walls to help him close the gate. Either
walk to Bruma from Cloud Ruler Temple, or you can fast travel to the Wildeye
Stables just outside of Bruma, you should be able to see the gate in the
distance as you turn around.
Approach and you will see the troop of guards gathered outside of the gate.
Burd will approach you, tell him when you are ready to enter the Oblivion
gate. Remember, things are rough in Oblivion. Make sure that you are well
prepared with repair hammers, arrows, potions and the like. Before heading
inside, Burd will give the group some pep talk. Once he is finished, draw
your sword/axe/mace/bow/staff and charge into the depths of Oblivion! Burd
is an "important" character, he is marked with a crown icon when your crosshair
is on him. This means when his health falls to zero, he will not die, he will
only be knocked unconscious and rendered incapacitated for a short period of
time. Burd is the only one who needs to witness you closing the gate, whether
the other guards that accompany you into Oblivion live or die is unimportant.
Depending on your level, you will come across different variations of Daedra
in this gate. If you are at a higher level, you will have to face some nasty
Daedra that will probably wipe out the guards in the opening stages.
The path to the tower is rather straightforward. You just walk along and
eventually you will end in front of a couple of Magicka Essence and a Blood
Fountain. There are no splits in this road, just be careful as there are
a lot of Daedra in your path, as well as some traps. Watch out for the Fire
Towers, there are several of them huddled in one area and they can deal a fair
amount of fire damage. Now, once you reach the area with the Magicka Essence
and Blood Fountain, it can be kind of difficult to find your way to the tower
from here. There is a southern path that you have to take, below the area with
the fountains. Keep checking your map to make sure that you are traveling
south and you should be able to see that you are following the path. You will
find a tower in this area, "The Fury Spike." Head inside.
It is likely that there will be a couple of Dremora down here, so be cautious
as you enter the area. Locate the door on this level that leads to the Rending
Halls and go through. Go up the ramp, clear this room of any enemies, and then
follow the path to the east. Follow this path around and up the ramps. You will
eventually come to a room that will lead you to the second level of the Fury
Spike. Beware of the Daedra in this area, head up the ramp to your left and go
through the door that leads to "Corridors of Dark Salvation." As you enter,
take the ramp up to your right and follow up, move through the room and then
go through the door leading to the third level of the Fury Spike. You will
find the Sigil Keeper on this level, kill him and retrieve the Sigil Keep key
from his corpse. Proceed through the door leading to "Sigillum Sanguis," The
Sigil Keep key will open the locked door.
Take care of the enemies that try to stand in your way as you and Burd attempt
to reach the top of the tower. Take the Sigil Stone and you will be transported
back outside of the gate. Burd and any guards (dead or alive) will be brought
back outside along with you. Speak with Burd, he feels able enough to close
any new Oblivion gates that open near Bruma. Speaking with Jauffre at Cloud
Ruler Temple will complete this quest.
==============================================================================
...Blood of the Divines - (MQ11)..............................................
==============================================================================
After you have given Martin some time to figure out the next item needed,
speak with him and he will tell you that he has identified the next item,
the "blood of a Divine." Since the Divine do not physically manifest
themselves, this really had Martin stumped, but luckily Jauffre was able
to figure it out. You need to speak with Jauffre to get some more information
on this one. You will need to obtain the Armor of Tiber Septim, a holy relic
of the Blades. Jauffre tells you that it can be found in a shrine located in
the catacombs of Sancre Tor. It is said to be splashed with Tiber Septim's
blood, who was considered a god. Sancre Tor is located west of Bruma, a map
marker will appear on your map when you speak with Jauffre, showing its
location. It is a relatively long trek, to make it easier on yourself set
"Blood of the Divines" as an active quest so that the active quest marker will
point to its location. If you have discovered any locations on the map near
Sancre Tor, fast travel to the closest location to shorten the journey.
When you have arrived, move along the fort's walls and locate the entrance to
the catacombs. Be careful, as there is likely some variation of Skeleton inside
the fort's walls. There will be a multitude of undead creatures in the
catacombs of Sancre Tor. Depending on your level, you may or may not run into
some ghosts, if you do you will need to use a silver or a magical weapon to
deal damage to them. Once you reach a closed gate in the catacombs, there is
a lever to the right of the stairs that will raise it. Step through and you
will find yourself in a relatively large room. Locate some steps and climb up
to a higher platform. Here you will come across an undead Blade. The undead
Blades that you encounter in Sancre Tor are likely to have some pretty sweet
magical items, so make sure to loot them when you have defeated one. You will
encounter the Ghost of Rielus, he will thank you for freeing him and ask you
to free his brothers as well so that they can help to dispel the Underking's
evil enchantment from the Shrine of Tiber Septim.
Locate a bridge and exit through the passage. Follow the path and exit this
area through a door leading to "Sancre Tor, Entry Hall." Now you can head
through any of these doors, and within these areas you will find another
undead Blade. For the sake of following along with this guide, start off by
entering the "Sancre Tor Prison," which is located to the right of the
entrance to the entry hall. It is very likely that you will encounter a large
number of ghosts in this area, so remain vigilant as you are moving through.
To the left of the gate, you will find a level, flip it to raise the gate.
You'll have to kill Warden Kastav in order to get his key to open the locked
door. Open the door and head straight, keep on heading straight, don't turn
when you first have the chance. When you have the chance to turn a second
time, take your right and follow this path straight down. Once you get to the
end of this path, turn down the passage to your right. Follow this to the end
and head up into the large open area. There is another undead Blade in here,
kill it and you will free Valdemar's soul. When you have, backtrack to the
Entry Hall.
Now locate the door leading to "Sancre Tor, Hall of Judgement," which is to
right of the entrance door to the entry hall. This is a small area, head to
your right and follow the path until you reach a large room. Head down the
stairs and get yourself down to the level with the blood stained floor. Here
you will find another undead Blade, kill it and you will free the spirit of
Casner. You will find the entrance to "Sancre Tor, Catacombs" in this area.
Go back to the higher level, and go through the southwest passage. If you
are having trouble finding this, look on your local map and you should be
able to see where a new path starts. Follow this to the end and you will
reach the door leading to the catacombs, you will find the final cursed Blade
within. You'll find the final Blade in the middle of this area, kill him to
free the soul of Alain.
Backtrack to the entry hall and locate the giant door leading to "Sancre Tor,
Tomb of the Reman Emperors." It is the south door in the entry hall. Enter the
area and you will see the four ghosts of the Blades that you freed. United,
they will dispel the evil enchantment that was placed on Tiber Septim's
shrine. Proceed onwards and you will find the Armor of Tiber Septim. All that
is left for you to do is return with the armor to the Cloud Ruler Temple and
present it to Martin.
==============================================================================
...Miscarcand - (MQ12)........................................................
==============================================================================
Martin has deciphered the third item needed for the ritual: a rare Ayleid
artifact known as a Great Welkynd Stone. Martin believes that the Ayleid ruins
"Miscarcand" may contain one of these Great Welkynd Stones. Miscarcand is
located about halfway between Kvatch and Skingrad, if you fast travel to the
Grateful Pass Stables in Skingrad it shouldn't be too long of a walk from
there. Inside Miscarcand you will run into Bitterfish goblins and various
undead enemies, they will fight each other so if you see them fighting each
other, stand back, watch and pick off the winner(s). From the entrance, head
down and take a right as soon as you can. Continue heading straight, do not
jump down to the lower level, and make a left when you can. You will find
yourself on a stone bridge, at the end there is an iron gate. You need to
locate a push block, push it and this gate will open. Jump down off the
bridge to the lower level, exit this room through the northwest path. In this
small room you will find the push block on the wall, hit it and get back to
the iron gate.
Enter "Miscarcand, Sel Vanua." Do not barge into this area, you will probably
witness a battle between a group of the undead and some goblins. On the top
right corner of this area, there is a push block on the wall that will raise
the Varla Stone cage in the middle of the room and allow you to take the Varla
Stone that is inside. The passage at the top right corner of this room is
blocked by another iron gate, so you will have to find another way around.
Follow the path at the bottom right corner of this room. You will find your-
self in a very large room with several goblins and undead fighting each other
on the lower level. Do not jump down, follow the bridge to the other end and
go through the passage. Through this path you will probably encounter multiple
undead and goblins who will fight each other, as always don't get in their way
and just fight off the winner.
At the end of this route you will find another push block, press it to open
the way to the next area. Exit this room to the lower area of the bridge room,
the door to the next area is at the north end of this room. Enter the next
area, "Miscarcand, Morimath," the Great Welkynd Stone is in this area. Be
vigilant, as there will be some variation of zombie in the path leading up
to the stone, depending on your level. Follow the linear path and you will
see the stone glowing in the distance. Approach it and grab it, as soon as
you take it, a lich will spawn the "King of Miscarcand." He has very damaging
projectile attacks, damage will vary depending on your level and equipment,
but he was able to kill my character in two hits. He will also be accompanied
by two zombies, you can use them as meat shields as they are likely to run
straight towards you, and the King's projectiles will hit the zombies if they
are standing between you.
Once the King of Miscarcand is dead, search him for a Miscarcand Key, and he
should have dropped a pretty cool staff as well. Take the path on the west
side of this area and you will be able to skip directly back to Miscarcand,
you just need to step on a floor switch, the wall will lower and the exit
will be right across from you. Now all you need to do is return to the
Cloud Ruler Temple with the stone and hand it over to Martin.
==============================================================================
...Allies for Bruma - (MQ13)..................................................
==============================================================================
The quest is optional in a sense, but I suggest completing it anyway. For one
thing, you will need the allies that you gain in this quest for the "Defense
of Bruma" quest, you can gain some extra experience and some new equipment,
too. This quest requires you to travel to each of the major cities and request
aid for the city of Bruma, which is under threat of a full-scale attack by the
Mythic Dawn and their daedric allies. You will need to travel to each city and
speak with that city's Count or Countess. Of course, it's not that easy. They
can't just send away their guardsmen and leave their city unprotected. In all
cases you will have to close an Oblivion Gate that has opened near each of the
major cities in Cyrodiil. Unless you have been running around closing gates
that have opened around Cyrodiil and happened to close one of the ones near a
major city. Only then will they be able to spare some of their men.
In some cases, there may be more than one Oblivion gate open near a city's
walls. You need only enter and shut the one that has the active quest marker
pointing to it for the count or countess to be willing to spare some soldiers.
You need to visit the Imperial City, Kvatch, Anvil, Skingrad, Chorrol,
Leyawiin, Bravil and Cheydinhal. Travel to each city in any order you like, it
has no effect on the outcome of this quest. High Chancellor Ocato of the
Imperial City is unwilling to spare his troops for the defense of Bruma, you'll
have better luck with the other cities. Move on to Kvatch and speak with
Savlian Matius in Castle Kvatch. If you have not completed the "The Battle for
Castle Kvatch" quest, you will need to complete it before Matius will send some
of his men to aid Bruma. In Anvil, you will need to speak with Countess
Millona Umbranox. You will need to close the gate that has opened outside of
her city. You know the drill here, get to the top of the tower and grab the
Sigil stone to seal the gate. When you have closed the gate outside of Anvil,
speak with Umbranox again and ask for aid, she will be happy to oblige.
Head to Castle Skingrad to speak with the count there. When you are in the
county hall, you will need to speak with one of his stewards about seeing him.
Speak with Mereator Hosidus, if he isn't there, speak with Hal-Liurz the
Argonian stewardess. Select "Aid for Bruma" and they will go upstairs to get
Janus Hassildor, the count of Skingrad. Before he sends aid to Bruma, he wants
you to close the Oblivion Gate that has opened up outside of Skingrad. Look to
your map to find the gate that he wants closed. Once you have successfully
shut that Oblivion gate located outside of Skingrad, you may return to the
castle and request aid. In Chorrol you will need to speak with the countess
Arriana Valga. Select "Aid for Bruma," she will need you to close the Oblivion
gate that has opened up outside of Chorrol before she can send aid to Bruma.
Once Chorrol is no longer directly threatened, return to the castle and ask
for aid again.
Speak to Count Marius Caro in Leyawiin and ask about aid for Bruma. There is
an Oblivion gate that has opened up outside of Leyawiin's walls, and is a
threat to the city. You will need to enter Oblivion and shut this gate, only
then will the count be willing to spare some soldiers. Shut the gate and then
try speaking with Marius Caro again, he will send some aid to Bruma. In Bravil
you will need to speak to Count Regulus Terentius, who needs you to shut an
Oblivion gate before he can send aid to Bruma. Speak to Regulus after the gate
has been closed, he will send his guard captain, Viera Lerus, to Bruma.
Cheydinhal is the last city, if you have been following along. You need to
speak with Count Andel Indarys, there is a gate open outside of Cheydinhal,
just like every other city. There is a side quest attached to this, you need
to head into the Oblivion gate and find the Count's son, Farwil. It is called
"The Wayward Knight." If you would like a more detailed walkthrough for this
quest, you can find one under the "Side Quests" section of this FAQ. Once the
gate has been closed, speak with him about aiding Bruma and he will send some
of his soldiers.
==============================================================================
...Defense of Bruma - (MQ14)..................................................
==============================================================================
When you give the Great Welkynd Stone to Martin, he will tell you that the
last item required to open the portal to Camoran's Paradise is a Great Sigil
Stone, a Great Welkynd Stone's counterpart. Martin has come up with a potenti-
ally dangerous plan to obtain one of these Sigil stones. He explains that a
Great Sigil Stone can only be found within a Great Gate. The Mythic Dawn plan
to open a Great Gate, like the one that led to the destruction of Kvatch,
outside of Bruma. Martin will lead the defense of Bruma, while you enter the
Great Gate and obtain its Sigil Stone. Before you proceed with this quest, I
highly suggest that you first complete the "Allies for Bruma" quest. This will
make it easier on you when you are waiting for the Great Gate to open. It is
not required, and if you don't care to do it that's up to you, but you could
always use the experience that you are sure to gain.
You need to speak with the countess of Bruma, Narina Carvain, and select
"Battle Plans" from the dialogue options. The countess agrees to go and
meet Martin at the Chapel of Talos, follow her there. Martin and the countess
will have a short conversation. At this point, you can speak with the countess
whenever you are ready. You can choose to gather more allies from the main
cities as well, if you haven't already. If you speak to Martin he will explain
the plan in much more detail. You must allow the Mythic Dawn to open three
lesser Oblivion gates, like the ones you see throughout the land of Cyrodiil.
At this point, they will gain power from the lesser gates and open a Great
Gate, which will be used to bring out a siege machine from within Oblivion
and blast through Bruma's walls. Time is of the essence here, you have to
move fast once you step through that gate. If the siege machine makes it
through, all is lost. When you are ready to start the battle, speak with
the countess in the chapel and let the battle begin.
Follow Martin and the others down to the battlefield. If you haven't done the
"Allies for Bruma" quest, Bruma will be forced to send out their militia to
fight. They of course will not stand a chance against the forces of Oblivion.
When you arrive on the battlefield, you will find but one lesser gate open.
When two more have opened, the Mythic Dawn will open a Great Gate, you will
need to go inside and grab the Great Sigil Stone. You must protect Martin
until that gate opens. Before the flood of Oblivion starts coming out of that
gate, Martin will give some pep talk to the soldiers. Depending on your level,
different Daedra will come out of that gate. The higher your level, the
nastier the Daedra.
==============================================================================
...Great Gate - (MQ15)........................................................
==============================================================================
You will need to stay and fight off the Daedra that come out of those gates
until three gates have opened. Soon after, the Great Gate will open. Do not
feel bad about leaving your allies behind, they can fend for themselves. I
strongly suggest making a separate save file just before stepping into the
Great Gate. As you enter, in the distance you will see the daedric siege
engine crawling towards the portal. You only have fifteen minutes to make it
to the top of the tower and grab the Sigil stone before it's too late. Go
through the door of the World Breaker Guard tower to your right. Step on
the elevator and then move about halfway up the ramp and exit through the
door leading back out. Cross the bridge and enter the other tower. There
is probably an enemy in here, once in has been dealt with exit through the
door opposite where you came in.
Cross the bridge and enter the tower opposite. Climb all the way up the ramp
and exit through the door at the top. Cross the bridge and enter the tower
at the end. Move down the ramp until you come to a door leading back outside.
You will see a broken stone bridge in front of you. You will need to get a
running start and jump across. You don't need a very high Acrobatics level
to make it to the other side, my character had an Acrobatics level of 24, you
probably have at least that at this point. When you have made it across, look
to your right and jump to the trail there. You will see a stone bridge leading
to the giant tower in the middle, but there is a closed gate blocking your
progression. You will need to go into the "World Breaker Guard" tower that is
in front of the stone bridge. Run up to the top of this tower and hit the gate
control to open the gate.
Run back down and cross the bridge. There are likely to be several Dremora
around the giant tower in the middle. I'm not saying to run past them, but if
for some reason you are low on time... run past them. Enter "World Breaker,"
the Great Sigil Stone is in this tower! Kill the Sigil Keeper on this level
and take the Sigil Keep Key from his corpse. Locate the entrance to "Vault of
End Times" and enter. Watch for the falling blade traps as you make your way
up the ramp, they are very deadly. Go through the door to on the south side of
this room, or your left as soon as you get off the ramp. Follow this path to
the second level of the World Breaker. Follow the ramp up, there should be
another Sigil Keeper here, in case you missed the one on the first level.
Locate and enter "Sigillum Sanguis." If you're really low on time, just make
a mad dash to the top. Activate the Great Sigil Stone and you will be
teleported safely outside.
[Destroyed the Great Gate, achieved!]
You will see the Great Gate crumble before you. You've done it! Look around
the area for a Sigil Stone on the ground. Activate it and a Sigil Stone will
be added to your inventory. It is very likely that Jauffre died during the
battle, he did each time I have done this quest. It doesn't really matter
too much, as he isn't needed to progress in the main quest line anymore anyway.
Speak with Martin, you now have everything required to open a portal to
Camoran's Paradise. Eventually, after this battle, if you check by Bruma's
north gate, you will see that the people of Bruma have made a statue of you.
It is wearing the armor and wielding the weapon that you used during the
Battle of Bruma.
==============================================================================
...Paradise - (MQ16)..........................................................
==============================================================================
Now that you have retrieved every item required to open up a portal to Mankar
Camoran's Paradise, you must travel to the Cloud Ruler Temple and speak to
Martin. Keep in mind that once you step through the portal to Camoran's
Paradise, you will not be able to return to Cyrodiil until you have completed
this quest. A lot of combat awaits you within the portal, so make sure, before
you step in, that you have an adequate amount of repair hammers, arrows,
potions and the like. Martin tells you that Camoran acts as an anchor for his
paradise, very much in the way that the Sigil Stones act as anchors to the
Oblivion gates. This meaning you will need to kill Camoran to get out of his
Paradise. Tell Martin that you are ready for him to open the portal, then head
through it. Paradise is a rather nice looking place when you first enter, but
delve deeper and you will run into some Daedra. Not such a nice place after
all.
Start by following the brick path ahead of you. You will likely come across
an Ascended Immortal, by speaking to them you will learn more about Paradise.
At this moment, you are in the "Savage Garden." The Ascended Immortal tells
you that the only way to leave the garden is to go through the "Forbidden
Grotto," but in order to do so one must be wearing the "Bands of the Chosen."
Gaiar Alata is what Mankar Camoran calls this place. The "Terrace of Dawn"
leads up to Mankar Camoran's palace, "Carac Agaialor." To get to this location
you need to go through the Forbidden Grotto. So, to summarize, you need to
get your hands on an item called the Bands of the Chosen, enter the Forbidden
Grotto, get to the Terrace of Dawn and enter Camoran's palace. Continue
following the brick path until you reach a fork in the road, at this point
take the path to your right. Continue following this path until you encounter
a Dremora named Kathutet.
Tell him that you seek Mankar Camoran, he will give you the chance to do a job
for him. You can either choose service or choose to battle him instead.
Kathutet just so happens to be wearing the Bands of the Chosen. If you choose
service, he will tell you to free a Xivilai named Anaxes, who has been trapped
in a cave in the area by the Ascended Immortals. It is much faster to just
battle him here, but if you choose to perform the service, you will need to go
to a cave, which is pointed out in your map, and remove the boulder that is
blocking Anaxes. Whichever option you choose, you will end up with the Bands
of the Chosen. Kathutet is rather tough, he has some awesome enchanted items
and depending on your level, he can kill you in a few hits. If you think you
can take him, battle him, if not, perform the task. If you've got a bow and
some arrows, you can hop up onto the rock near the meeting point and just
fire arrows at him until he's dead.
Once you have the bands, enter the Flooded Grotto. You need to locate the door
to the Forbidden Grotto, it is at the end of this area. It is a very straight-
forward path, but remain vigilant as there are sure to be some Daedra lurking
in this area. When you reach the door to the Forbidden Grotto, equip the Bands
of the Chosen and open the door. You will have a 50% weakness to fire for a
bit, so be careful. Cross the bridge and you will be confronted by someone
named Eldamil. He will offer to help you, he tells you that anyone wearing the
Bands of the Chosen cannot leave the grotto. He can remove them for you, but
must pretend you are a prisoner until the Dremora Overseer Orthe leaves, then
he will be able to remove the bands. You need the help, so you will have to
trust him. Agree to play along for the time being and get inside the cave.
Once the cage is raised again, step through to the other side. You don't need
to step into the cage, if you think you can take Orthe than try it, you will
be able to take his equipment this way. It doesn't matter if he is killed
either, he will still meet you deeper into the caves and remove your bands.
He is after all, immortal. Locate another doorway and go through, you will
find Eldamil in here. He will remove your bands, and you might as well take
him along with you to fight Camoran, you're going to need all of the help you
can get. There are plenty of Daedra in this area, so remain cautious. Head
down and turn left as soon as you are able to. Head in this direction until
you are in a large room, cross the bridge to the other side and exit through
the tunnel to the left. Move through this area, turn right and continue
heading straight until you reach the end. At this point head through the
tunnel to your left. Hop up the rocks and follow this route to the end of the
Forbidden Grotto.
Follow the stone path up to Carac Agaialor, Mankar's palace. You will meet
Ruma and Raven Camoran outside of the palace. Inside you will find Mankar
Camoran, seated upon his throne. He will give a speech, you do not need to
listen to it, you can attack him whenever you please. You will need to fight
Ruma, Raven and Mankar at the same time. Depending on your level and equipment,
they can be quite challenging due to their powerful magic spells. Hopefully
you have some magic resistance gear. After he is done speaking, his children
will begin to attack. I suggest taking out his children first, as you can then
concentrate on killing Mankar without any distractions. When you have managed
to kill him, pick up his staff, take his robe and the Amulet of Kings. The
palace will begin to crumble around you, you will appear back outside of
the portal, in Cloud Ruler Temple. Martin will initiate a conversation with
you, in which you will hand over the Amulet of Kings.
==============================================================================
...Light the Dragonfires - (MQ17).............................................
==============================================================================
You must escort Martin to the Elder Council Chambers in the Imperial Palace.
Mehrunes Dagon's invasion will continue until Martin lights the Dragonfires
in the Temple of the One. Fast travel to the Imperial City Palace, Martin will
travel with you. Inside, locate High Chancellor Ocato and speak with him.
A guard will interrupt, Oblivion gates are opening all over the city! Martin
still has a plan, you need to escort him safely to the Temple of the One so
he can light the Dragonfires, close the Oblivion gates all across Cyrodiil and
save the city. Things are looking really bad outside, the streets are littered
with Daedra, luckily you have a bunch of soldiers to help you escort Martin.
Defeat the first batch of Daedra in this area and then proceed out into the
Imperial City Temple District.
Things are even more hectic in this area. There are Daedra lining the street,
eventually Mehrunes Dagon himself will appear. He's a gigantic, four-armed,
cherry red monster, and you need to find some way to take him down. Now don't
try anything crazy, just look at your size compared to him. Luckily, Martin
if you speak to Martin, he will come up with a plan. Mehrunes Dagon is now in
Tamriel, mortal weapons will not harm him. You need to get him to the Temple
of the One. RUN straight past Mehrunes Dagon, he will attempt to kill both you
and Martin, but just keep on running until you reach the door to the Temple of
the One. Inside you will witness the ending sequence. This is it, you've saved
Cyrodiil and completed the main storyline! Congratulations on a job well done.
[Champion of Cyrodiil, achieved!]
The main quest isn't the only thing to do in Oblivion. There are many side
quests to complete, there are four guilds to join which each have their own
storyline to them. There are Daedric Shrine located throughout the land, each
with a powerful daedric artifact as a reward. This FAQ also covers these
side quests, so you can continue to use it in conjunction with your game to
aid you in completing these other quests. There are no more Oblivion gates,
the land of Cyrodiil is relatively safe, so get out there and explore!
------------------------------------------------------------------------------
- Fighters Guild Quests - [W02]
------------------------------------------------------------------------------
A Rat Problem..............................................(FG01)
The Desolate Mine..........................................(FG02)
The Unfortunate Shopkeeper.................................(FG03)
Unfinished Business........................................(FG04)
Drunk and Disorderly.......................................(FG05)
Den of Thieves.............................................(FG06)
Amelion's Debt.............................................(FG07)
The Master's Son...........................................(FG08)
More Unfinished Business...................................(FG09)
Azani Blackheart...........................................(FG10)
The Wandering Scholar......................................(FG11)
The Fugitives..............................................(FG12)
Trolls of Forsaken Mine....................................(FG13)
The Stone of St. Alessia...................................(FG14)
The Noble's Daughter.......................................(FG15)
Mystery at Harlun's Watch..................................(FG16)
Information Gathering......................................(FG17)
Infiltration...............................................(FG18)
The Hist...................................................(FG19)
The Fighters Guild is one of the four guilds available to join in Oblivion.
To join, you need to have a relatively clean criminal record (in other words,
do not currently have a bounty and have a good fame/infamy ratio). You can
join the guild by speaking to either Azzan in Anvil, Vilena Donton Chorrol
or Burz gro-Khash in Cheydinhal. You will need to speak to one of the
aforementioned people and ask for a quest. You advance in rank by completing
these jobs. These quests do not have to be completed in the order that I have
listed here, this is simply the order in which I completed them. I will,
however, be writing assuming that you are following them in this order. Travel
to one of the aforementioned cities, enter the Fighter's Guild Hall located in
that city, speak with the leader and ask about joining the Fighters Guild to
get started.
[Associate, Fighters Guild achieved!]
==============================================================================
...A Rat Problem - (FG01).....................................................
==============================================================================
Travel to Anvil and enter the Fighters Guild Hall located there. Find and
speak with Azzan, he should be in the Guild Hall starting at 11am until it
becomes dark. Select "Contract" from the list of dialogue options and he will
give you a job. A women named Arvena Thelas has a problem with rats in her
house, she lives in Anvil and you need to go and speak with her. Don't let
this simple contract deter you from the Fighter's Guilds, you'll be killing
bigger things soon enough. Set "A Rat Problem" as your active quest and the
quest marker will point to Arvena Thelas. Follow the marker to Arvena's
location and speak to her about the rats. It turns out that Arvena has some
pet rats that she keeps in her basement, and something has been killing them.
She requests that you go down to her basement and investigate. If you are
having trouble finding the basement in her house, you can use the compass now
because the active quest marker will now be pointing in that direction.
As soon as you enter the basement, it will become readily apparent what has
been happening to Arvena's pet rats. You will discover that a mountain lion
has found it's way inside of Arvena's basement, and it has been killing the
rats. You have to act fast, because if it kills all of the rats, Arvena will
not push the contract any further. Once you have dealt with the mountain lion
in the basement, exit the basement, return to Arvena, and tell her what you
have discovered. She tells you to seek out Pinarus Inventius, a hunter who
lives in Anvil. He know the area well, and will be able to determine if there
are more mountain lions lurking about the area. The quest marker will now be
pointing to Pinarus, so follow it to him. When you have located him, speak to
him and tell him about the mountain lions. Follow him outside of the city,
where you will search for more mountain lions.
You will not have to travel far before you come across the area that contains
the mountain lions. Pinarus will come to a stop a little ways away from the
Anvil gate, look to the side of the road and you will see a small clearing
with several mountain lions standing there. You must kill them all, so get to
it. Once they are dead, Pinarus will bid you farewell and then be off. You
need to return to Anvil, speak with Arvena and tell her that you have
succeeded. When you speak with her about the mountain lion situation, she will
forcefully tell you to go to her basement because there is another mountain
lion down there! Great... Kill the damn thing and then speak with Arvena once
more. Arvena is convinced that her neighbor, Quill-Weave, is to blame for this
situation. She insists that she has seen her outside at night, sneaking around
behind her house. You'll need to watch Quill-Weave, around the time it gets
dark, so you can determine if she is truly behind this. You must not be seen
by her, or she will become suspicious.
Wait outside of Arvena's house around 7pm, Quill-Weave will appear at this
time. When you notice her slip behind Arvena's house, cautiously follow her in
sneak mode. The active quest marker is now pointing to Quill-Weave, so you
can keep track of her so you know when she is about to arrive. You can wait
behind Arvena's house, near where you can see a hole in the foundation,
leading to the basement. Make sure that you are in sneak mode, and remain
out of view from Quill-Weave. You will witness her leaving some meat outside
of Arvena's house, this is what was attracting those mountain lions. When you
have seen her, run up and confront her. If you do not tell Arvena what you
saw, Quill-Weave will give you one acrobatics skill level. If you do tell
Arvena, she will teach you one level of Speechcraft. Decide which skill
you would like to gain a level in more, and act accordingly. If you lie and
tell her that Quill-Weave had nothing to do with it, after you receive your
payment go and speak to Quill-Weave to gain one skill level in acrobatics.
Return to the guild hall and speak with Azzan about your advancement, he will
promote you to Apprentice.
[Apprentice, Fighters Guild achieved!]
==============================================================================
...The Desolate Mine - (FG02).................................................
==============================================================================
Travel to Cheydinhal and enter the Fighters Guild Hall located there. Find and
speak with Burz gro-Khash. Select "Contract" from the list of dialogue options
and he will give you a job. You need to travel to the Desolate Mine outside
of Cheydinhal and deliver some supplies to some Fighters Guild members that
are on a job out there. Leave the city of Cheydinhal and make your way to the
Desolate Mine, which is just northwest from the city. Enter the mine and head
straight down towards the fire, you will find the members gathered here. Speak
to Rienna and give her the bow, give Brag gro-Bharg the hammer, and give
Elidor the sword. You will need to assist them with clearing the cave of the
goblin that inhabit it. You might want to save your game at this point, if
you want to try to keep all of your allies alive. If one of them dies, your
reward gold will be lessened.
Run through the mine, killing any goblins that you see. Make sure that you
keep an eye on your allies, as they just simply run into battle, which makes
them likely to become outnumbered. It is very dark in the mine, so hopefully
you have some method of creating light so you can see what you are attacking.
There are a couple of traps you need to watch out for, namely a trap of
falling logs that is likely to crush one of your allies if they happen to be
running behind you. Once the mine has been completely cleared, the quest
completed notification will appear on the screen. Return to Cheydinhal and
speak with Burz gro-Khash to receive your reward. If you have not completed
the quest "A Rat Problem," speak to Burz gro-Khash about your advancement to
be promoted to Apprentice.
[Apprentice, Fighters Guild achieved!]
==============================================================================
...The Unfortunate Shopkeeper - (FG03)........................................
==============================================================================
Speak with Azzan in the Anvil Fighters Guild Hall and ask him for another
contract. Norbert Lelles has hired the Fighters Guild to help him with a
problem he has been having at his shop, Lelles' Quality Merchandise in the
Anvil Docks. He has been having a problem with break-ins during the night,
so head over to his shop located in the Anvil City docks and speak with him.
Select "Break-ins" from the list of dialogue options to get started. Norbert
wants you to stay in his shop at night and catch the thieves who have been
taking his merchandise. He insists on staying over at the Flowing Bowl until
this mess is sorted out.
Wait until it is around 2am-3am and you should see the thieves enter the shop.
You can press the Back button on the Xbox 360 controller to bring up the
wait menu, wait as many hours as needed until it is around this time. There
are three of them, you must kill them all. Three against one could be tough,
so if you are having trouble just leave the shop and run outside. The thieves
will follow you, the guards and other people outside will help you fight them
off. When you have killed them, head to the Flowing Bowl, the inn near Lelles'
store, and speak with him in there. He will give you your payment and thank
you for dealing with the burglars. Speak with Azzan in the Anvil Fighters
Guild hall about your advancement within the guild.
[Journeyman, Fighters Guild achieved!]
==============================================================================
...Unfinished Business - (FG04)...............................................
==============================================================================
You will need to report to the Chorrol Fighters Guild hall and speak with
Vilena Donton. Travel to Chorrol, locate the Fighters Guild in that city and
head inside. Locate Vilena and speak with her. She doesn't have a job for you
this time, instead she would like you to perform a duty for the Fighters
Guild. Select "Duties" from the list of dialogue options when you have first
initiated a conversation with her to get started. She tells you to speak with
Modryn Oreyn, who is also in the Fighters Guild in Chorrol, he should be there
starting from 11pm until it is dark. Speak with him and select duties to
receive your task. One of the members of the Fighters Guild, Maglir, has
defaulted on a contract. You need to travel to Skingrad, find Maglir and find
out what has happened.
Travel to Skingrad and locate the West Weald Inn, Maglir can be found inside.
Maglir should be standing by the counter, approach him and initiate a conver-
sation. Ask him about "Defaulted" and he will tell you that his task was to
find Brenus Astis' Journal. The Journal can be found within Fallen Rock Cave,
Maglir refuses to carry out the contract so the responsibility is transferred
to you. The Fallen Rock Cave is northwest of Skingrad, it shouldn't be a very
long walk from the Grateful Pass Stables right outside of Skingrad. When you
have found the cave, find the entrance and enter. The active quest marker will
be pointing towards the journal, so use your compass to guide you through the
cave to it. If you are getting lost, you can press the B button to call up the
main menu so you can view the local area map to see where you are. The cave
is full of undead, so be cautious as you move through it.
If you are a high enough level, you will likely run into a couple of ghosts in
this cave, kill them and make sure to take the Ectoplasm from them. You will
need it for your next duty. Once you reach the area that has the journal, look
next to the chest and you will find Brenus Astis' Journal sitting there. Grab
it and head back out of Fallen Rock Cave. Return to the city of Skingrad,
enter the West Weald Inn and speak with Maglir. Tell him that you have
completed the task, then return to Chorrol and speak with Modryn Oreyn. I do
not think it matters whether you tell him Maglir completed the task or whether
you tell him that you did it, because you will still receive the amount of
gold either way.
==============================================================================
...Drunk and Disorderly - (FG05)..............................................
==============================================================================
Speak to Modryn Oreyn after you have completed "Unfinished Business" and
select "Duties" from the list of dialogue options. Some Fighters Guild members
have been causing trouble in Leyawiin, which makes the Fighters Guild as a
whole look bad. You need to find Dubok gro-Shagk, Rellian and Vantus and find
out why they have been causing trouble. Travel to Leyawiin, from the West Gate
head straight towards the Five Claws Lodge, the local tavern. This is where
the three Fighters Guild members have been reportedly causing trouble. As you
enter, you will see the three of them inside, standing around and drinking.
You need to speak with Vantus Prelius, who appears to be the leader of the
crew. Vantus explains that there is a lack of work in Leyawiin, due to the
fact that a new guild called the "Blackwood Company" has moved into town.
You will need to find the men some work to keep them busy before they will
stop causing trouble in Leyawiin.
You can speak to the inn keeper, Witseidutsei, and ask about "Fighters Guild
Jobs." She won't give you any information about this topic unless her
disposition towards you is 70 at the very least. Doesn't make much sense,
since it would be a help to her if you are able to find a job for them. Anway,
she will tell you that Margarte, who lives in Leyawiin, may have jobs for the
Fighters Guild. The active quest marker will now be pointing towards Margarte,
so you can use it to guide you to her. Margarte does indeed have some work for
the Fighters Guild, but you must first bring her back five portions of ectop-
lasm before she is willing to employ them. Undead creatures such as wraiths
and ghosts will drop ectoplasm, but unless you know which dungeons to look in
these creatures can be hard to find. You can buy some ectoplasm from alchemy
stores such as "All Things Alchemical" in Skingrad, or "The Main Ingredient"
in the Imperial City's Market District.
Once you have acquired five portions of ectoplasm, return to Margarte in
Leyawiin and select "Fighters Guild Jobs." She will now pay the Fighters Guild
for minotaur horns and ogre teeth, which will give them plenty of work to keep
them busy. Return to the Five Claws Lodge and speak to Vantus. They will be
glad to have some work, which should keep them out of trouble. Now you need to
return to the Fighter Guild in Chorrol, speak with Oreyn and tell him of your
success. After you have received your payment, speak to Modryn Oreyn about
your advancement within the guild. He will promote you to Swordsman.
[Swordsman, Fighters Guild achieved!]
==============================================================================
...Den of Thieves - (FG06)....................................................
==============================================================================
Speak with Azzan in the Anvil Fighters Guild hall once you have attained the
Swordsman rank within the guild. You will need to locate the lair of some
thieves near Anvil. You are given a companion for this quest, Maglir, who you
are already familiar with. Maglir is an "important" character, he is marked
with a crown icon when your view is upon him. This means when his health falls
to zero, he will not die, he will only be knocked unconscious and rendered
incapacitated for a short period of time, so you needn't worry about him dying
on you. Unfortunately, Azzan is unable to provide the exact location of this
lair of thieves, he only knows that it is located close to Anvil. You'll need
to speak with people on the Anvil city streets to see if they can tell you
anything.
You can speak to basically anyone in Anvil, and ask them about "Thieves" to
be pointed in the right direction for acquiring the needed information.
Whomever you end up asking, they will point you towards one Newheim the
Portly, who lives in the Anvil dock area. The active quest marker is now
pointing towards Newheim, so if you are having trouble finding him, as he
does move around quite a bit, just follow your compass. Speaking to Newheim
about Thieves, he will point you towards Hrota Cave, which is the thieves
hideout that you are looking for. He also mentions a heirloom, ask him about
this and the quest "Newheim's Flagon" will be added to your journal. Hrota
cave is a very short north's walk from Anvil, I suggest that you save your
game before going inside, as you will have to do some fighting.
You need to clear out the entire cave by killing each and every thief within.
If you have "Den of Thieves" as your active quest, there will be green markers
pointing to each of the thieves inside the cave, which is a good indication of
where they are and how many of them you have left to deal with. You'll want to
take the cautious approach here, because as you can see there are many thieves
in Hrota and you do not want to get attacked by several enemies at once. You
occasionally check the local area map to see where each of the thieves are, so
you know exactly how many are in one area before you go charging in. After you
have cleared out the thieves in the opening area, you will need to go to the
large, open area that has three thieves.
On the way there, be careful of the trip wire, which Maglir is sure to trip,
but you can jump over it to get safely out of the way. Once you have cleared
out this area, you can jump down into the small pit in the middle of the room
to retrieve Newheim's Heirloom, which is on the wooden table. Leave the cave,
return to the Fighters Guild hall and tell Azzan of your success to receive
payment. If you have also completed "Amelion's Debt," after completing this
quest you can speak to Azzan about your advancement within the guild to be
promoted to Protector.
[Protector, Fighters Guild achieved!]
==============================================================================
...Amelion's Debt - (FG07)....................................................
==============================================================================
Speak with Burz gro-Khash in the Cheydinhal Fighters Guild hall once you have
attained the Swordsman rank within the guild. You will need to speak with a
woman named Biene Amelion, who lives in the Water's Edge settlement, which is
a north's walk from the city of Leyawiin. You can fast travel to Leyawiin, the
settlement is a short walk north from there. Once you arrive at the Water's
Edge settlement, you will need to locate and speak with Biene Amelion. If you
have "Amelion's Debt" set as your active quest, the active quest marker will
be pointing towards her. Upon speaking to her, she will tell you that she
needs your help repaying a debt. Select "Debt" and she will tell you that her
father had run up a debt gambling, and since he has been taken from his home
due to this, the debt has been transferred to her. She would like you to enter
her grandfather's tomb to retrieve his sword and armor, so she can sell it to
pay off her father's debt.
You have two options here, you can agree to go and retrieve the sword and
armor, bring it back to her so she can sell it and pay off the debt. Or, you
yourself can give her the 1,000 septims that she requires, this allows you to
go to the tomb yourself to retrieve her grandfather's armor set and sword and
keep it for yourself. Brusef Amelion's armor is a unique armor set that has
the appearance of white ebony armor. So if you are a collector, or you are at
a fairly low level and would like a decent set of light armor, you will want
to take this option. Though Biene requests that you retrieve only his cuirass
and sword, you can actually find the other pieces within his tomb, which are
hidden in less obvious locations. If you choose to give her the money to pay
off the debt, you will need to report back to Burz gro-Khash in Cheydinhal and
tell him that you have completed the contract, more or less.
If you select the first option, or if you want to retrieve the armor to keep
for yourself, you will need to travel to Brusef Amelion's Tomb, which is
located northeast of Leyawiin. Inside Amelion Tomb, you will encounter plenty
of undead creatures. If you are in search of the other pieces of armor, you
will need some method of creating light as it is very dark in the tomb and
the armor pieces are well-hidden. If you don't have Nighteye or a similar
spell, a torch will have to suffice. To find Brusef Amelion's Boots, from
the entrance, head straight, follow down then take a left, follow this path
until you are able to take a left, follow the second path and you will find
the boots behind the coffin. To find the Gauntlets, exit the area where you
found the boots and take a left, you will find the gauntlets lying on the
ground. Be careful, as you move forward you will trigger some falling rocks.
To find the Brusef Amelion's Shield, turn back from where you found the
gauntlets and take the path parallel to the one where you found the boots.
Head all the way down until you reach a Z shaped area, look in the bottom
right corner behind a broken box to find the shield.
Exit this area into the "Sarcophagus Chamber." Head straight past this area,
turn left and follow into the area with several coffin. You are likely to run
into a higher level ghost-type monster than you are used to, so be careful.
You can find Brusef Amelion's Greaves in the upper right corner of this area.
The Sword and Cuirass are in plain view, on a bier in between two coffins.
Open the wooden door at the end of this area, once you have retrieved the
grieves, sword and cuirass. Before jumping down this hole, look to the left
past the Wisp Stalks and you will find the helmet. Once you have everything,
jump down the hole and locate the exit. Now that you have the armor, if you
chose to bring Biene the cuirass and sword so she can sell it to pay of the
debt, return to her in the Water's Edge settlement and give them to her. If
you selected the second option and instead gave her the money to pay off her
father's debt, you can do what you like with the armor. If you have also
completed the quest "Den of Thieves," after completing this quest you can
speak to Burz gro-Khash about your advancement within the guild to be promoted
to Protector.
[Protector, Fighters Guild achieved!]
==============================================================================
...The Master's Son - (FG08)..................................................
==============================================================================
Speak with Oreyn in the Chorrol Fighters Guild hall after you have attained
the rank of Protector and select "Duties." You will need to accompany Viranus
Donton, the Guildmaster's son, on a mission. You need to make sure that he
succeeds, since he needs to get his confidence up. Vilena, his mother, is
quite protective of her son, so you mustn't tell her what you are up to.
You must help Viranus discover what became of Galtus Previa in Nonwyll Cavern,
which is northwest of Chorrol. You'll need to locate Vilena Donton's house and
pick up Viranus, without mentioning anything to his mother. Initiate a
conversation with Viranus and select "Galtus Previa" from the list of dialogue
options. Once Viranus is onboard, leave the house and make your way to Nonwyll
Cavern. Viranus Donton is an "important" character, he is marked with a crown
icon when your view is upon him. This means when his health falls to zero, he
will not die, he will only be knocked unconscious and rendered incapacitated
for a short period of time. So you needn't worry about him getting killed on
this mission.
The Nonwyll Cavern will be full of either trolls or ogres, depending on your
level. You'll want to be cautious here, as there are many enemies and they
will all attack you at once if you charge into a room. Viranus will simply
charge and begin to attack any enemy in sight, but remember that he cannot
be killed at this point, so you needn't worry about him. Make your way to the
area "Nonwyll Chamber of the Titans." There are sure to be ogres in this area,
no matter your level, so be very cautious. With "The Master's Son" as your
active quest, the green marker will lead you to the corpse of Galtus Previa.
Once you enter the large room in the "Chamber of Titans," make sure that you
are on the upper level and follow the path on the north end of this room.
Remain cautious, as you will probably run into a couple of enemies in the room
that contains the corpse. When you come across the corpse of Galtus Previa,
you will receive a notification, telling you to return to Oreyn and speak with
him. You can exit the cavern by following the path on the southwest section of
the large room. You will eventually come to a door leading out to the Colovian
Highlands. Travel back to Chorrol, speak to Oreyn and tell him what you have
discovered.
==============================================================================
...More Unfinished Business - (FG09)..........................................
==============================================================================
Speak to Modryn Oreyn after completing the "The Master's Son" quest and select
the "Duties" option. It appears that Maglir has defaulted on a contract yet
again. Oreyn would like you to locate Maglir and find out what happened this
time. You also need to take up the contract that was assigned to Maglir and
make sure that it gets done. This time you will need to travel to Bravil. Once
in Bravil, you can speak to virtually anyone about Maglir and receive the
information that you need. Whomever you ask, they will inadvertently point you
towards the "Lonely Suitors Lodge." Once you have spoken to someone about him,
the active quest marker will be pointing to Lonely Suitors Lodge. Enter the
lodge and move past the counter to the back area. You shall find Maglir
standing here, decked out in some new armor. It turns out that Maglir has left
the Fighters Guild and has instead chosen to join the Black Wood Company.
If you can recall to a contract prior to this one, the first "Unfinished Busi-
ness" situation, where you had the choice between telling Oreyn that you
completed or lying and telling him that Maglir completed it himself. If you
chose to tell Oreyn that Maglir was the one to complete the contract, when you
ask him about the contract he will readily give you the information. If you
chose to "rat him out," you will have to return to Oreyn to get the informa-
tion on the unfinished contract. You will need to speak to Aryarie in the
Bravil Mages Guild hall, she will tell you what needs to be done. Aryarie
requests that you retrieve ten portions of Imp Gall and bring them back to
her. She points you towards a "Robber's Glen Cave," apparently imps are known
to be there. Robber's Glen Cave is along the north road that leads to Bravil,
just follow the north road and you will eventually come to it.
Enter the cave once you have reached it. Inside, all you must do is run through
the cave, kill any imps in sight and take Imp Gall from their corpses. Imps
are very weak creatures who do not take very many hits to kill, no matter your
level, so you shouldn't have any trouble dealing with them. The cave is full
of them throughout, so it doesn't really which path you take. Continue killing
imps until you have obtained a grand total of ten Imp Gall from them. Once you
obtained the required amount, you will need to return to the Bravil Mages
Guild, speak with Aryarie again and tell her that you have the requested
materials. She will give you one "Ring of Aegis" for completing the task. Now
you must return to Chorrol, speak with Oreyn and tell him of your success in
completing the contract. Select "Advancement" from the list of dialogue
options once you have the chance to be promoted to Defender.
[Defender, Fighters Guild achieved!]
==============================================================================
...Azani Blackheart - (FG10)..................................................
==============================================================================
After you have gained the rank of Defender within the guild, speak to Oreyn
about more duties. He has some more business, but he'd rather not speak about
it in public, you are to meet him at his in Chorrol house later. Set out to
visit Modryn Oreyn's house around 4pm, it is located in the southwest portion
of Chorrol. While "Azani Blackheart" is set as your active quest, the active
quest marker will be pointing towards Oreyn, so you will be able to use your
compass to find his house if you are having difficulty. Once you have arrived,
speak with Oreyn about the Blackwood Company. He will speak of the death of
Vitellus Donton, apparently he was on contract with some other Fighters Guild
members to retrieve an artifact from one Azani Blackheart. He and many other
men were killed, and the Blackwood Company finished up the job. Oreyn wants
you to travel to the Leyawiin Fighter's Guild, from there you will travel to
Arpenia and seek out Azani Blackheart to find out what really happened.
Once you have arrived, find Oreyn and speak to him. You will need to travel
to Arpenia from here, the ruin is located northeast of Leyawiin. The location
will be marked on your map. Inside, head straight, take a left, find the exit
to this room, which will lead you to a giant, open area. Once it has been
confirmed that there is nothing in this ruin, Oreyn will lead you to another
ruin northeast of here in search of Azani Blackheart. Once you arrive to
Atatar, head down the spiral ramp, beware of the swinging traps in this
hallway ahead. Oreyn is an "important" character, he is marked with a crown
icon when your view is upon him. This means when his health falls to zero, he
will not die, he will only be knocked unconscious and rendered incapacitated
for a short period of time, so you needn't worry about him dying.
As you delve deeper into the ruin, you will run into some bandits. Just
continue heading straight, up the stairs through the large room until you
reach the door leading to "Atatar Haelia Dagon," go through it. Move through
this area until you come to a locked, iron gate. There is a push block behind
an unlocked iron gate nearby, locate the switch and activate it. Go through
the gate and follow this path, eventually you will come to a bridge with some
falling blade traps. Run across it quickly, trying your best to avoid the
lethal falling blades and open the door at the end leading to "Atatar Haelia
Anga." Follow the bridge to the end and hit the push block next to the iron
gate. Remain vigilant as you are moving through this next area, there are
sure to be at least a few bandits ready to attack you without warning. Find
the steps that lead up to the door that will bring you to "Atatar Loria." I
suggest saving before going through this door.
You will find Azani Blackheart in this room, who is not one for words. Attack
him as soon as you spot him. Once you have defeated Azani Blackheart, search
his body and retrieve Blackheart's ring, this will be used as proof that the
Blackwood Company didn't defeat him. After, speak to Oreyn about your advance-
ment within the guild, he will promote your to Warder for a job well done.
[Warder, Fighters Guild achieved!]
==============================================================================
...The Wandering Scholar - (FG11).............................................
==============================================================================
Speak to Azzan in the Anvil Fighter's Guild after completing Azani Blackheart
and attaining the rank of Warder within the guild. You must escort Elante of
Alinor, who is a scholar doing research on Daedra. The meeting place is at the
entrance to Brittlerock Cave, which is far northeast of Anvil. You must go in
the cave with her and protect her while she explores its depths. Leave the
city of Anvil and begin your journey to Brittlerock Cave. The cave has been
marked on your map, so as you can see, it is a fair distance from the city
of Anvil. If you have a horse, you will definitely want to consider taking
it along for this journey. When you reach the cave, head inside to find
Elante, who is eagerly waiting for you. Elante of Alinor is not considered
an important character, this means that if her health falls down to zero, she
will be dead, you would then have to report back to Azzan about your failure.
It is very dark and difficult to see once you are inside, so make sure that
you have some method of creating light so you can get yourself through this.
There is, purportedly, a daedric shrine within these caves. You must follow
her through the depths of Brittlerock Cave, keeping close and fighting off
any Daedra that you are sure to meet. Since, as I mentioned before, Elante
is not considered an important character, she can indeed die during this
expedition. If you happen to have some sort of healing spell that will allow
you to heal others, it will be of great use to you. If not, I suggest simply
running ahead of her and clearing out all of the Daedra that are in the cave,
before you let her explore. You will have to fight a good number of Daedra, so
this may be the best way to go in order to avoid her getting killed. Since she
wants to be the leader during this expedition, she will simply stop moving if
you are not close to her, so if you have already talked to her you can just
run ahead and she will stay where she is.
You will surely run into some opposition along the way, so if Elante is
with you, make sure that you focus your attention on attacking anything that
is attacking her, to get it off of her as soon as possible. You will eventu-
ally reach a room with an altar and a large, broken statue. Just behind this,
you will find a door leading to the Brittlerock lower passages. This is the
shrine that Elante has been seeking. Once Elante has safely arrived at the
daedric shrine, she will thank you for your service and she will also give
you the "2920, Morning Star(v1)" skill book. Upon reading this, one gains a
level in Blade. Return to Azzan and tell him of your success to receive your
payment. If you have also completed the "The Fugitives" quest, speak to Azzan
about your advancement to be promoted to the rank of Guardian.
[Guardian, Fighters Guild achieved!]
==============================================================================
...The Fugitives - (FG12).....................................................
==============================================================================
Speak to Burz gro-Khash in Cheydinhal after completing "Azani Blackheart" and
attaining the rank of Warder within the guild and ask for a contract. You need
to find and kill some fugitives from a prison break in Bravil. You first need
to Bravil and see what you can learn about these fugitives. You can essienti-
ally speak to anyone in the streets of Bravil and ask about the fugitives to
receive the information that you need to locate them. They will need to have
a disposition of at least 70 with you before they will be willing to give out
the information. You will learn that the four of them are believed to be
hiding in Bloodmayne Cave, which is a cave west of Bravil. Leave the city and
travel to the Bloodmayne Cave. With "The Fugitives" set as your active quest,
there will be a green marker pointing to each of the fugitives once you step
inside Bloodmayne Cave. There isn't really much else to say, just follow your
compass to each of the fugitives and kill them.
In the first area of the Bloodmayne Cave, you will find Hlogar and Ashanta,
kill both of them. For the two remaining fugitives, you will need to find
the entrance to the "Bloodmayne Cave Labyrinth," they are both in this area.
Dreet-Lai is an archer so be careful, he is in the first area of the Labyri-
nth. It is rather dark in this area so I hope you have some method of
producing light so you can see your attackers. Enrion is a magic user, who is
found in the large room in the southeast section of the labyrinth. When you
have killed the final two members of the fugitive group, you can exit the
Bloodmayne cave. After killing Enrion, you just need to continue following
the path out of the large room and you will come to a door leading back out
to the Great Forest. Return to Burz gro-Khash in Cheydinhal and tell him
that you have completed the contract. If you have also completed the quest
"The Wandering Scholar," speak to Burz gro-Khash about your advancement to
be promoted the rank of Guardian.
[Guardian, Fighters Guild achieved!]
==============================================================================
...Trolls of Forsaken Mine - (FG13)...........................................
==============================================================================
Travel to Chorrol and speak to Oreyn once you have gained the rank of
Guardian, and select "Duties" from the list of dialogue options. This time,
you are to travel to the Forsaken Mine to investigate what has happened to
the men that had been sent on a contract there. Viranus, the Guildmaster's
son, was among them. The Forsaken Mine is directly below Leyawiin, so fast
travel there and follow your compass to the location. The mine was to be
cleared of trolls, so expect to run into some trolls once inside. A few steps
from the threshold, you will find the grisly remains of Ariente, one of the
Fighters Guild members that was sent to carry out the contract. As you conti-
nue moving forward, you will find another Fighters Guild member's corpse. Turn
around, just next to the doorway that you used to open this room, there is an
opening next to it. Take this passage and follow it until you reach the
"Forsaken Mine Lost Passages."
As you enter, you are likely to run into some trolls, so be cautious before
proceeding. Follow the passage out of the opening area, head straight and
hug the wall to your left until you find a rock wall, press the A button to
lower it when the prompt appears. Follow this passage until you reach a large
room. You will find the body of Eduard Hodge, and a little further from his...
Viranus Donton's. Examine his body, and remove the Bloody Journal. It seems
the mission was going well, until the Blackwood Company became involved. The
Fighters Guild was attacked, Viranus recorded this in his journal before dying
due to his various wounds. All that is left for you to do is to return to the
city of Chorrol and tell Oreyn the bad news.
==============================================================================
...The Stone of St. Alessia - (FG14)..........................................
==============================================================================
Speak to Azzan after completing the "Trolls of Forsaken Mine" quest and ask
for a contract. The Stone of St. Alessia has been stolen from the Bruma chapel
and it's your job to get it back. Start by going to the chapel of Talos in
Bruma and speaking with the Cirroc, the priest. Apparently, a group of bandits
snuck into the chapel and snatched the stone, they've been seen heading east
out of the town. Exit the chapel and leave the city of Bruma. Follow the
active quest marker and it will lead you to a Khajiit bandit, K'Sharr. Ask him
about the Stone of St. Alessia. The group of bandits were attacked by some
ogres, who took the stone and only left K'Sharr alive. After he tells you this
select "Sedor" from the list of dialogue options to have it marked on your map.
Sedor is southeast of Bruma, follow your compass and it will lead you to this
ruin.
As you know, there are ogres living in this ruin. As always, it is very impor-
tant that you do not just simply run into an area without first looking out
for enemies. You wouldn't want to get attacked by more than one ogre, who
will continuously stagger you when their strikes connect. Follow the spiral
down from the entrance, follow this path out until you reach a split, just
continue heading straight at this point. Go down the steps into the large
area, Take a left and exit this area through the passage on this side of it.
Turn left, head straight up and exit this area to your left. Go straight and
turn right as soon as you can, follow this path until you reach a bridge. At
the end of the bridge, hit the push block to your left, then jump down and go
through the iron gate. The Stone of St. Alessia is on the pedestal in the
middle of this area. Grab it and backtrack to the entrance of Sedor.
Return to the chapel of Talos in Bruma and give the stone to Cirroc. He will
thank you for your service give you some potions. Return to Anvil and tell
Azzan that you have completed the contract. That is all of the quests Azzan
has for you, there is no need to speak to him anymore. If you have completed
the quest "The Noble's Daughter," speak to Azzan afterwards about your advanc-
ement within the guild to be promoted back to the rank of Guardian.
==============================================================================
...The Noble's Daughter - (FG15)..............................................
==============================================================================
Speak to Burz gro-Khash once you have completed the "Trolls of Forsaken Mine"
quest and ask for a contract. You need to help Lord Rugdumph find his daugh-
ter, Lady Rogbut. You need to speak to Lord Rugdumph at his estate, which is
near Lake Arrius, north of Cheydinhal. If you speak to him about his daughter,
he will tell you that he suspects that she was taken away by a band of ogres
that are known to live east of the estate. Exit Lord Rugdumph's estate and
start heading east. You will eventually run into the band of Ogres, there are
three of them. Three ogres can be kind of difficult to deal with. If you have
a bow, it will help you out a lot. You have a large expanse of land behind
you, so use this to your advantage as you back up and shoot arrows or spells
at the approaching group of ogres. You can do this with another type of
weapon too, but you will need to get a little closer.
After the band of ogres has been dealt with, locate Lady Rogbut and escort her
back to Lord Rugdumph's estate. When you have arrived back at the estate,
speak to Rugdumph. He will give you his sincere thanks for safely returning
his daughter, and he will reward you with "Rugdumph's Sword." Return to the
city of Cheydinhal and tell Burz gro-Khash that you have succeeded in complet-
ing the contract to receive your pay. if you have completed the quest "The
Stone of St. Alessia," speak to Burz gro-Khash about your advancement within
the guild to be promoted back to Guardian.
==============================================================================
...Mystery at Harlun's Watch - (FG16).........................................
==============================================================================
After completing "The Noble's Daughter," speak to Burz gro-Khash again and ask
for another contract. This time, Burz wants you to investigate some mysterious
disappearances at Harlun's Watch. You must speak to Drarana Thelis to get the
details. With "Mystery at Harlun's Watch" as your active quest, the active
quest marker will be pointing to Drarana, use this to find her. She can be
found in the settlement of Harlun's Watch, at the end of the road south of
Cheydinhal. Initiate a conversation with her and ask about the disappearances.
Strange, flickering lights have been reportedly spotted in the swamps outside
of Harlun's Watch. When someone is sent to investigate, they never return.
Start moving southeast from the settlement, follow the green quest marker to
the location where the lights have been reported. You will eventually come to
the Swampy Cave. Outside the entrance, you will see some will-o-the-wisps.
These are the "strange lights" that the people of Harlun's Watch have been
seeing. You need to kill the Will-o-the-wisps that are surrounding the cave
then head inside to investigate further. Inside the cave you will find trolls,
so you'll want to remain cautious as you move through the cave. From the entr-
ance, head straight, at the split take the path to the right. Head straight
down until you reach a large room. Go down and exit through the passage to the
bottom right of this room. Continue moving down until you reach the split, at
this point, turn left. Inside this area, you will find the remains of the
villagers that were sent to investigate the strange lights. A grisly sight
indeed. The trolls in this cave have been preying on the people of Harlun's
Watch who, in their weakened state due to the Will-o-the-wisps, were extremely
vulnerable.
Before you can leave the cave and report to Drarana on what you have learned,
you must first clear the cave of any trolls that remain. You will have to go
through the "Swampy Cave Dry Rock Run" and clear this area of trolls as well.
Once you have managed to clear the cave of each and every troll, you will be
notified of this fact. Leave the Swampy Cave, return to Harlun's Watch and
speak to Drarana Thelis and tell her what you have discovered. She will thank
you for helping solve the mystery, and she will give you the Mind and Body
Ring. Return to Burz gro-Khash in Cheydinhal to receive your payment for
completing the contract. If your current rank is Guardian, speak to Burz
about your advancement within the guild to be promoted to the rank of
Champion. This is it as far as normal contracts go, the only rank you have
left to attain once you have become Champion is the Master rank.
[Champion, Fighters Guild achieved!]
==============================================================================
...Information Gathering - (FG17).............................................
==============================================================================
Since Azzan and Burz gro-Khash don't have anymore contracts to give you, you
will need to visit Oreyn at his home in Chorrol. When you arrive, step inside
and speak to Oreyn. Ask about "Duties," and as Oreyn will tell you, these are
not official duties, you'd likely get expelled from the guild if you were
found out. Oreyn wants you to help him take down the Blackwood company. The
Blackwood company are reportedly trying to expand and they've set up camp in
Glademist Cave. Oreyn wants you to go to this cave and capture Ajum-Kajin, one
of their leaders, and bring him back to his house for an interrogation session.
Glademist Cave is located northeast of the city of Chorrol. With "Information
Gathering" set as your active quest, the active quest marker will be pointing
to this location, so you can use your compass to guide you there.
Once you arrive, step inside Glademist Cave. Any Blackwood Company members
that are inside will attack you on sight, so remain cautious as you move
through here in search of Ajum-Kajin. As always, do not just simply charge
into an area, as this is a good way to get yourself under attack by more than
one enemy. The Blackwood Company members inside of Glademist are likely to
have some pretty sweet enchanted items, so make sure that you take the time to
loot them once they have been dealt with. The Blackwood Company guards with
enchanted bows or arrows can be quite deadly, so be careful of this. Ajum-
Kajin is marked on your map whilst you have this as your active quest, so
all you need to do is occasionally glance at the local area map to make sure
that you are going in the right direction. You do need to kill each of the
guards that are in this cave before he will agree to go with you, however.
Once you make it to Ajum-Kajin's room, speak to him and he will follow you
out of the cave.
Return to Chorrol once you have found and captured Ajum-Kajin. Lead him to
Oreyn's house, Oreyn will demand that you tell Ajum-Kajin to sit down once
inside, do so. You must try to get him to talk, to reveal the information
that Oreyn requires. Now, you have to options here: One, you can beat the
living tar out of the Argonian, just not to the point of death. Once he is
ready to talk, a notification will pop up telling you of this fact. Option
number two, you can raise his disposition towards you by playing the persuas-
ion mini-game. You need to get his disposition to, at the very least, 70
before he will be willing to give up any information
Ask him how large the Blackwood Company is once he is willing to talk the
first time, he will give you this information, telling you that so far the
Blackwood Company has over one hundred members. You will have to get his
disposition to at least 80 to get more information, or beat him until he gives
up more. The second time, ask him about the leader, he will give up this
information, telling you the leader of the Blackwood Company is Ri'Zakar. If
you ask him about the secret to their strength, he will choose to kill himself
using the Blackwood Ring of Silence. Now that is one hardcore Blackwood
Company member. Speak to Oreyn after Ajum-Kajin's death to receive the
"Greater Amulet of Interrogation."
==============================================================================
...Infiltration - (FG18)......................................................
==============================================================================
Oreyn's got another job for you, this time it involves the infiltration of the
Blackwood Company. You need to travel to the city of Leyawiin, visit the Blac-
kwood Company hall and ask to join them. This is under pretense, nonetheless
you still must avoid contact with any Fighters Guild members to avoid blowing
your cover. Travel to Leyawiin and locate the Blackwood Company building,
which is right across from the Fighters Guild here, coincidentally. If you
speak to any old member in the hall about joining the company, they will tell
you to seek out Jeetum-Ze about joining their ranks. Locate this Argonian, who
will be on your map if you have "Infiltration" as your active quest, and ask
him if you can join the company.
Once Jeetum-Ze has agreed to let you join, he will lead you down to the train-
ing hall, there is a mission that you are to go on. Follow him down to the
Blackwood Company training hall. In the training hall, you will meet some
other company members, who will be setting out on this contract with you. The
four of you will need to travel to the Water's Edge settlement, where you will
be dealing with some goblins who have been giving the settlement some trouble.
After the briefing, Jeetum will approach you, the new recruit, and hand over
some Hist Sap for you to drink. You have no choice but to agree, if you want
the mission to go well, so open your inventory and drink the thing. As soon
as you drink the Hist Sap, you will be transported to the settlement of
Water's Edge, where you will have to attack and kill each and every goblin
in the vicinity.
When the outside area of the settlement is clear of goblins, you will need to
head inside each house and clear out any goblins that are inside. When you
have killed each and every goblin in the settlement, you will be transported
back to Oreyn's house in Chorrol. Apparently, you passed out during the
mission, and were found unconscious by the road near Leyawiin. Some Fighters
Guild members found you and brought you to Oreyn's house. Tell Oreyn what you
have learned during you time as a member of the Blackwood Company. Oreyn would
like you to return to the Water's Edge settlement and speak with the residents
to make sure that everything is alright. Arriving at the settlement, you will
notice that everyone has seemingly dropped dead. It appears, in your Hist Sap
induced stupor, that you and the three Blackwood Company members have slaught-
ered the entire settlement, mistaking them for goblins! Well, not much you can
really do at this point but shrug your shoulders and say my bad.
Return to Oreyn after speaking to Biene Amelion's father and tell him of the
news. He assures you that it wasn't your fault, some good that's going to do
after all, you did help slaughter an entire settlement full of innocent people.
You can redeem the lives of these people by taking the Blackwood Company down!
==============================================================================
...The Hist - (FG19)..........................................................
==============================================================================
Speaking to Oreyn after the Water's Edge incident, he will come to the conclu-
sion that the only thing that can be done to stop the Blackwood Company is to
destroy the very source of their power, the Hist Tree. You will need to travel
to the city of Leyawiin, enter the Blackwood Company building, locate the Hist
Tree and destroy it. Oreyn warns you that the leader of the company, Ri'Zakar,
will have the tree well-guarded, so don't expect a warm welcome. Make sure
that you are well-prepared before you enter the Blackwood Company hall,
because a warm welcome is far from what you will receive when you step into
that building. After a short chat, the entire guild hall will attack you.
You will have to take out Ja'Fazir and retrieve Jeetum-Ze's room key from him.
Jeetum-Ze does have the key that will open that door to the company leader's
room, so you will need to go to his room, kill him and take the key. Jeetum-
Ze's room is on the second floor of the main hall, so locate the stairs and
find the entrance to his room. From his body, you will find the key to
Ri'Zakar's room. Head upstairs to the top level and use the key to unlock the
door leading to Ri'Zakar's room. Inside, you will find the leader of the
Blackwood Company, and he won't be too happy to see you. Once he has been
dealt with, search his corpse and take the "Blackwood Co. Basement Key."
When you have this key, head back down to the main floor of the company
hall and locate the door leading to the "Blackwood Company Hall Basement."
I suggest saving your game at this point, before heading inside. As you will
be meeting some more opposition once you step through that door.
Entering this room, the first thing you are sure to notice is the giant Hist
Tree in the middle of the room. You've found it! You need to find some way to
destroy the machinery that is surrounding the tree and extracting the sap from
it. First, kill the two Blackwood Company Members in this room. Once they have
been dealt with, head to the side of the room opposite of the door that you
used to enter this area. On the table, you will find two "Loose Pipes" that
you can take into your inventory and use to break the machinery surrounding
the Hist Tree. Approach the Sap Pump and press the A button when prompted to
jam a pipe in between the cogs, breaking the machine. Approach the other Sap
Pump opposite this one and do the same thing. The Hist Tree will go up in
flames, meaning you have succeeded in your mission. Leave this room and
return to Oreyn in Chorrol. You'll run into one more enemy before you can
leave this guild hall, however. It is none other than Maglir, you have no
choice but to kill this little runt. For having a family at home to feed, he
sure didn't think twice about recklessly attacking you.
Return to Chorrol, speak to Oreyn and tell him of your success. He will thank
you and give you the Helm of Oreyn Bearclaw. You now must go to the Fighters
Guild hall in Chorrol, speak to Vilena Donton and tell her what has happened.
After you are done explaining, speak with her about your advancement to be
promoted to Master of the Fighters Guild! If you ask her about duties, she
will tell you that you need to appoint a second-in-command, who will have to
be Modryn Oreyn, after all he was the mastermind behind the whole thing.
Speak to Modryn Oreyn, who will be unconvincingly reluctant to rejoin the
Fighters Guild and become second-in-command. From now on, once a month, you
will be able to assign duties. Choosing to focus on recruitment will give you
a better chance of receiving items in the Guildmaster's chest on the top floor
of the Fighters Guild in Chorrol. Choosing to focus on completing contracts
will put more money in the chest and choosing to focus on both will provide
both items and a small amount of gold. That's all there is to it, congratu-
lations on completing the Fighters Guild quest line!
[Master, Fighters Guild achieved!]
------------------------------------------------------------------------------
- Mages Guild Quests - [W03]
------------------------------------------------------------------------------
Anvil Recommendation.......................................(MG01)
Bravil Recommendation......................................(MG02)
Bruma Recommendation.......................................(MG03)
Cheydinhal Recommendation..................................(MG04)
Chorrol Recommendation.....................................(MG05)
Leyawiin Recommendation....................................(MG06)
Skingrad Recommendation....................................(MG07)
A Mage's Staff.............................................(MG08)
Ulterior Motives...........................................(MG09)
Vahtacen's Secret..........................................(MG10)
Necromancer's Moon.........................................(MG11)
Liberation or Apprehension.................................(MG12)
Information at a Price.....................................(MG13)
A Plot Revealed............................................(MG14)
The Bloodworm Helm.........................................(MG15)
The Necromancer's Amulet...................................(MG16)
Ambush.....................................................(MG17)
Confront the King..........................................(MG18)
The Mages Guild is one of the four guilds available to join in Oblivion. To
join the guild, all you need to do is visit any one of the Mages Guild halls
that you will find in most of the cities. There are Mages Guild halls in the
cities of Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin and Skingrad.
Travel to either one of these, once you have arrived you will have to speak to
the person in the hall who deals with new recruitment. Speaking to anyone
besides this person about joining the Mages Guild, they will point you towards
the person you need to talk to in order to join. Joining the Mages Guild has
some benefits, for one thing once you have completed the string of recommenda-
tion quests, you will have access to the Arcane University in the Imperial
City. You will have access to the university's spell and item enchanting
altars, which allow you to create new spells and enchant unenchanted weapons,
giving them magical properties.
Once you have spoken to the right person and have joined the Mages Guild, the
quest "Join the Mages Guild" will be added to your current quests. You will
first have to complete all of the recommendation quests before you can advance
in rank within the guild. You must visit each of the Mages Guild halls in
Cyrodiil, speak to the hall leader and select "Recommendation" from the list
of dialogue options. You will then need to complete a short quest in order to
receive a recommendation from that hall. You can complete these recommendation
quests in any order you wish. For now, you are an Associate of the Mages Guild.
[Associate, Mages Guild achieved!]
==============================================================================
...Anvil Recommendation - (MG01)..............................................
==============================================================================
Speak to Carahil, who should be behind the counter in the main hall, and
select "Recommendation" from the list of dialogue options to get started.
Apparently, there have been some cases of merchants found dead along the gold
road near the Brina Cross Inn. The frost burns indicate that a mage was resp-
onsible for the deaths of these merchants, probably killing them so that they
could take the wares they were carrying. Carahil would like you to investigate
this matter. You are to travel to the Brina Cross Inn, which is north of
Anvil and speak to a woman named Arielle Jurard. Before heading off, you'll
want to speak to Carahil some more about this situation. Ask her about the
Rogue Mage and she will tell you that whoever it is, must be using frost type
spells to kill their victims, hence the frost burns. She will give you three
scrolls of Frost Shell to help you, for use when you encounter the mage.
Follow the north road outside of Anvil until you reach the Brina Cross Inn.
Step inside, approach the counter and speak to Arielle Jurard. Arielle tells
you that you must pretend to be a traveling merchant. Approach Christophe
Marane, the inn keeper, and ask for a bed. Head up the stairs, go down the
hall and open the door to your room at the end. Wait in your room for a
moment, until Arielle Jurard enters. She tells you to sleep at the Brina Cross
Inn, once you awaken, travel along the Gold Road towards the ruined city of
Kvatch. Approach the bed in this room and sleep for at least one hour. Once
you have done that, exit the room and the Brina Cross Inn. Begin to travel up
the Gold Road, just as you were told. Just travel along the road and eventu-
ally you will be stopped by Caminalda, a women that you probably had a short
chat with at the Brina Cross Inn. Didn't see that one coming...
This shouldn't be terribly difficult, you will have Arielle and her battlemage
friend to assist you. If you spoke to Carahil about the rogue mage you can use
the Frost Shell scrolls that she gave you if Caminalda's spells are hurting.
Once Caminalda has gotten what she deserves, you can return to Anvil and tell
Carahil that the Rogue Mage has been dealt with. She assures you that she
will pass along your recommendation to the Arcane University.
==============================================================================
...Bravil Recommendation - (MG02).............................................
==============================================================================
Travel to Bravil and locate the Mages Guild building in this city. Speak to
You must locate and speak to Kud-Ei, an Argonian woman who should be in the
main area of the guild hall. Tell her that you are ready to try and get a
recommendation from her. She will tell you to speak to a Dark Elf named Varon
Vamori, apparently he has been harassing Ardaline, one of the guild members.
He has taken her Mage's Staff, which is of course, very important to a mage.
If you select "Mage's Staff" from the list of dialogue options that are avali-
able to select while speaking to Kud-Ei, she will give you a scroll, Beguile,
that will charm the target, raising their disposition towards you and making
it easier to get information from them.
You need to find this Varon Vamori fellow and confront him. He should be
somewhere in the guild hall. With "Bravil Recommendation" as your active
quest, you can see where he is, denoted by the active quest marker. If he is
not anywhere in the guild hall, use the wait feature and continuously wait
until the marker on your compass turns green, meaning he is in the guild hall.
He should be there from 9am to whatever time. Once you have found him, speak
to him and ask about Ardaline. Once he is done, inquire about the Mage's
Staff. If you have a high enough personality, or you have enough fame, you
may not have to raise Varon's disposition to get him to confess. If he refuses
to say anything about the staff, use the Beguile scroll that was provided to
you by Kud-Ei. He admits to taking Adraline's staff, and apparently he has
sold it to a friend living in the Imperial City.
You can speak to Kud-Ei before taking the trip to the Imperial City, speak to
her about Varon Vamori, and she will give you three Beguile scrolls to use on
his friend in the Imperial City, if necessary. Leave the Bravil Mages Guild
hall and travel to the Imperial City. If you spoke to Varon about his friend,
he tells you that he lives in the Talos Plaza District, so travel there. Once
there, locate Soris Arenim's house and let yourself in. Speak to Soris and ask
about the mage's staff. Once his disposition towards you is high enough, he
will offer to sell the staff back to you for a portion of the gold that he
paid for it. Once you have the Mages Staff, return to the Bravil Mages Guild
hall and speak to Kud-Ei. Kud-Ei assures you that she will send in your
recommendation, and she teaches you the spell Captivate, which acts like the
Beguild scrolls that she gave you to charm the target.
==============================================================================
...Bruma Recommendation - (MG03)..............................................
==============================================================================
Locate the Bruma Mages Guild hall and speak to Jeanne Frasorie, who should be
behind the counter straight across from the door. If she isn't there, wait
until it is around 9am. Select "Recommendation" from the list of dialogue
options to get started. Jeanne would like you to find a Khajiit named J'skar,
who has evidently gone missing. She has been led to believe that a spell may
have backfired, causing his strange disappearance. She wants you to make him
reappear, only then will she give you a recommendation. You will need to
locate a man named Volanaro, speak to him and ask about J'skar. Volarano knows
where J'skar is, but he makes you promise not to mention anything to Jeanne.
He wants you to help him play a small prank on Jeanne. Juvenile, yes, but it
will help you earn your recommendation nonetheless.
Volanaro would like you to enter Jeanne's room, open her desk and take her
Manual of Spellcraft. He will teach you a spell called "Minor Latch Crack,"
which will allow you to automatically open locks of Very Easy to Easy quality.
From the main area of the guild hall facing Jeanne's counter, turn to your
left and head up the stairs here. This is Jeanne's room, the desk is in the
middle of it. Approach the desk, you can either open the lock by using a
lockpick, or you can use the Minor Latch Crack spell that Volanaro provided
you with. Once you have opened the desk, grab the Manual of Spellcraft and
get out of there. Go down the stairs and hand the book over to Volanaro.
He tells you to meet him in the living quarters around 10pm. The Living
Quarters are on the opposite side of the stairs leading to Jeanne's room.
Wait until it is 10pm, go through the first wood door to your left to find
Volarano. Talk to him and he will make the Khajiit J'skar reappear. Speak to
him, then find and speak to Jeanne, she will give you your recommendation.
==============================================================================
...Cheydinhal Recommendation - (MG04).........................................
==============================================================================
Travel to the city of Cheydinhal and locate the Mages Guild building there.
By speaking to anybody in the building, if you ask about your recommendation
they will tell you to speak to Falcar. Locate Falcar, who could be anywhere
in the guild hall including the basement, and speak to him. Even though Falcar
strictly forbids it... tell him that you're there for a recommendation. He
tells you of a Ring of Burden, which another Associate apparently got his
hands on and chucked it in a well for some reason. He wants you to go down
the well and retrieve the ring for him. This Ring of Burden weighs 150 lbs!
You probably won't be able to carry it without becoming over- encumbered, so
if you know that you will not be able to take an extra 150 lbs, store your
equipment some place safe while you go to get the ring. I suggest saving
before doing this, just in case something unfortunate happens to your gear.
Falcar tells you to speak to Deetsan, an Argonian woman who can be found
wandering the main area of the guild hall, to get a key that will open the
well behind the Mages Guild building. Speak to Deetsan, select "Recommend-
ation" from the list of dialogue options. She will only speak to you if Falcar
is out of earshot. Deetsan believes that this Falcar is trying to get you
killed, saying that he gave this exact same task to an Associate named
Vidkun, who was never heard from again. She will give you the key, and also
teach you a spell, "Buoyancy," that will add the water breathing and feather
effects to you for a short duration of time. This may come in useful, if you
have a high enough Alteration level to cast it. If you have some potions of
feather, you can use those, if not consider dropping some particularly heavy
items in the main hall, and of course save the game just in case.
Exit the guild hall and approach the well behind the building. As you enter,
swim to your left, you will find the body of poor Vidkun. The water breathing
effect gained from the Buoyancy spells isn't really necessary here, because
as you can see the well is quite small. Search Vidkun's corpse and retrieve
the Ring of Burden. There is a nirnroot to the right of the entrance, why not
grab it while you're here? When you have the ring, exit the well and return
to the guild hall. Find Deetsan and speak to her, apparently she confronted
Falcar, who flew into a rage and stormed out. Real mature. Tell her of poor
Vidkun's fate, then head down to the basement and locate Falcar's room. Look
for the locked drawers next to his desk and use crack the lock. Inside, you
will find two Black Soul Gems, take them and bring them to Deetsan. She will
take the soul gems and write up a recommendation for you.
==============================================================================
...Fingers of the Mountain (Chorrol Recommendation) - (MG05)..................
==============================================================================
Locate the Chorrol Mages Guild hall and head inside. You need to speak to an
Argonian named Teekeeus to start the quest for your recommendation. He should
be walking around the main area of the Mages Guild hall. Once you have located
him, begin a conversation with him and select "Recommendation" from the list
of dialogue options to get started. Teekeeus would like you to speak with a
woman named Earana, who he apparently has a bad history with. He has noticed
that she is in town, he knows she's up to something and he wants you to figure
it out. Leave the guild hall, you should be able to spot Earana relatively
quickly. She has a matter that she would like to involve you in, but she'd
rather you not tell the guild about it. She wants you to retrieve a book
entitled "Fingers of the Mountain." You'll need to return to the guild hall
and tell Teekeeus about this.
Teekeeus doesn't want Earana to get her hands on this book, he wants you to
retrieve the book and immediately bring it back to him at the guild. You have
a little choice here, you can either bring it back to Earana, in doing this
you will learn the spell "Fingers of the Mountain," or you can bring it back
to Teekeeus, who will safely hide it away. Now, keep in mind that either way,
you will still get your recommendation. The Finger of the Mountain spell that
you will be taught if you bring the book back to Earana might cost an insane
amount of magicka to cast, depending on the level you learn it at an amount
that you will probably never be able to achieve without the abuse of glitches.
The Fingers of the Mountain book that Earana seeks can be found on a mountain
located northwest of Chorrol. Travel to this location, retrieve the book, then
return to Chorrol and make your decision. This hill may seem too steep to
climb, but you can use the grass on the side of the hill in certain areas to
help you ascend. At the top, you will find the book in someone's charred
remains. Lovely.
You'll be able to find Earana at the Grey Mare tavern in Chorrol, so if you
choose to bring it to her then head there. If you choose to give it to
Teekeeus instead, return to the Chorrol Mages Guild and give it to him, he
will lock it away safely in a chest and give you your recommendation. If you
choose to give it to Earana, the "Fingers of the Mountain, Part II" quest will
be added to your quests. You will need to complete this quest, then speak to
Teekeeus and tell him that you gave the book to Earana. He tells you to steal
the book back from here and bring it to him, if you want to receive a recomme-
ndation from him. Go to the Grey Mare and head up the steps, unlock the door
to the room at the end of the hall. Unlock the chest and take the Fingers of
the Mountain book back. Return to Teekeeus and give him the book.
==============================================================================
...Leyawiin Recommendation - (MG06)...........................................
==============================================================================
Locate the Leyawiin Mages Guild hall and enter. If you speak to anyone in the
hall about your recommendation, they will tell you to speak to someone named
Dagail. Dagail can be found around the Mages Guild hall, locate and speak to
her about your recommendation. Apparently, she has lost an amulet and is
unable to help you without it. You will need to find this amulet and bring
it back to her before she can give you a recommendation. She points you
towards a woman named Agata, who will be able to help you get that amulet
back. Locata Agata and speak to her, she tells you that the Seer's Stone,
which Dagail uses to control her visions, has gone missing. Locate and speak
to a man named Kalthar, who seems a little too glad that the stone has gone
missing. After you have spoken to him about the seer's stone, speak with
Agata again. Agata finds it strange that Kalthar mentioned Dagail's father,
she believes that something might have happened between their families.
Speak to Dagail, you will need to travel to Fort Blueblood, southeast of
Leyawiin, where her father was stationed, the amulet should be within here.
When you have arrived at the fort, find the door and head inside. Inside, you
will have to fight some marauders. Just remain cautious as you progress
through the fort, as you may run into a situation where you are being attacked
by more than one marauder at once. With "Leyawiin Recommendation" as your
active quest, the active quest marker will be pointing towards Dagail's
amulet. Just follow the arrow on your compass and occasionally glance at the
local area map to make sure that you are headed in the right direction. As
you get closer to the amulet, you will come to a room that will house several
marauders, as well as the marauder warlord, who you will need to kill to get
the Fort Blueblood key. Use the key to open the door leading to the area that
contains the amulet.
Past this door you will find some monsters, will-o-the-wisps, trolls or
minotaur depending on your level. When they have been dealt with, locate
Manduin's coffin in this area and take the amulet from it. Before you get the
chance to leave the fort and return to Dagail, you will be stopped Kalthar,
what a surprise. It turns out that Kalthar was the one who took the amulet,
and he came after you here to kill you to prevent you from bringing this one
back to Dagail. He is quite weak, so just strike him until he goes down.
With Kalthar dead, amulet in hand, leave the fort and return to the Leyawiin
mages guild hall. Speak to Dagail and tell her that you have retrieved the
seer's stone. Once she has her amulet, you will have earned your recommend-
ation.
==============================================================================
...Skingrad Recommendation - (MG07)...........................................
==============================================================================
Locate the Mages Guild building in Skingrad and speak to Adrienne Berene, she
can be found anywhere within the main area of the guild hall. To get a recomm-
endation from Adrienne, you must find a Wood Elf named Erthor and bring him
back to the Skingrad Mages Guild. You can speak to the mages in the guild hall
and ask them if they know anything about Erthor's location. If you speak to
the Nord Vigge the Cautious, he will tell you that Erthor can probably be
found at Bleak Flats Cave. He doesn't remember the exact location of this
cave, he points you towards Druja, who apparently has a better memory than
him. Druja is an Argonian, she can be found wandering around the main area of
the guild hall. Speak to her and ask about Bleak Flats Cave, she tells you
that it's northwest of Skingrad, and marks it on your map. After, speak to
Adrienne about Bleak Flats Cave, she will teach you the spell "Weak Fireball."
Leave Skingrad and travel to Bleak Flats Cave. Inside, you'll have to fight
off some zombies! Erthor is trapped inside this cave, and still alive too.
To get to Erthor, from the entrance head straight into the large room, take
a left and go through the passage on the end. Go straight up all the way to
the top of this next room and turn right, from this room exit through the
bottom passage. Go straight down in this room, turn left and follow the
passage here. You need to be careful, because as you have surely noticed, the
cave is full of the undead. There are a few instances where you will probably
have to take on multiple zombies at once, so don't run ahead through the next
areas, you'll just gather up more zombies and make things harder for yourself.
Once you have found Erthor, speak to him, he will refuse to cooperate until
all of the zombies in Bleak Flats Cave are dead.
When you are sure that they are all dead, speak to Erthor again and he will
agree to leave the cave. Allow him to follow you, than make your way out
of the cave and return to the Skingrad Mages Guild. Erthor is an "Important
character, so you don't have to worry about him getting killed. As soon as
you enter the guild hall, Erthor will stop following you, he will automatic-
ally find Adrienne and have a little chat with her. Speak to Adrienne again
afterwards and she will give you a recommendation.
==============================================================================
...A Mage's Staff - (MG08)....................................................
==============================================================================
When you have received recommendations from all of the local guild halls in
Cyrodiil, you will be able to gain access to the Arcane University. You will
first need to travel to the Arcane University, which is located in the
Imperial City, and speak to the unfortunately named Raminus Polus. Speak to
him and ask about "Recommendations." That's it, you're now have full access to
the Arcane University and all of its facilities (Well, except for the Orrery,
you have to pay for that one)!
You will be able to use the altar of enchanting and the altar of spell making.
The altar of enchanting will allow you to enchant initially unenchanted items
and give them magic properties with the use of filled soul gems. The list of
effects you get to choose from is dependant on the spells that you know,
meaning that you will only be able to apply attributes to your items if you
have a spell in your spell book that applies that attribute to the target when
cast. The altar of spell making, as the name implies, allows you to create
your own spells. Your selection of effects is under the same limitations as
the altar of enchanting. Raminus Polus will promote you to Apprentice, and he
will give you the "Robe of the Apprentice!"
[Apprentice, Mages Guild achieved!]
To rise in your rank in the guild, you will need to complete tasks. For the
most part, each time you complete one of these tasks, you just need to speak
to Raminus Polus about your advancement and he will promote you to a higher
rank. So, speak to Raminus Polus and select "Tasks" from the list of dialogue
options. Since your now a member of the Arcane University, and you're
considered a mage (Even if you're character isn't magic oriented...), you will
need a Mage's Staff. You'll need to retrieve the wood required to make the
staff yourself, though. Raminus tells you about a grove near Wellspring Cave,
which is northeast of the Imperial City. You'll need to visit this area to
acquire the wood needed to make your staff.
Leave the Arcane University and travel to Wellspring Cave. Enter the cave,
inside you will find Zahrasha, one of the people Raminus told you to
converse with upon your arrival... dead. Not good! A necromancer will be in
this area, now get used to fighting necromancers, as you will encounter them
very frequently during the Mages Guild quest line. Examine Zahrasha's body and
retrieve the Wellspring Cave Key. The path through the cave is very straight-
forward, just find your way to the end and use the key to open the wooden
door. The cave is full of necromancers, so remain vigilant. When you exit the
cave, you will be greeted by Noveni Othran. Kill her, then proceed straight
ahead, open the stone chest surrounded by the purple flames and retrieve the
Unfinished Staff within. You'll get attacked by a couple more necromancers
before, kill them and you're free to go unobstructed.
Return to the Arcane University and speak to Raminus. He will point you
towards the Chironasium, where you will need to speak to Delmar, who will help
you finish your staff. First, you'll need to select which magic school appeals
to you, you will be able to select an ability to enchant your staff with from
one of these groups. You're choices are Destruction, Illusion and Mysticism.
Destruction encompasses spells that deal damage or drain attributes, Illusion
encompasses spells that will effect your enemy in some way, Mysticism magic
effects the environment.
If you are a mage type character who uses staves as their primary weapon,
you'll probably want to take this opportunity to create a powerful new staff
for you to use. If your character does not use magic or doesn't use staves,
you might want to consider creating something like a staff of telekinesis,
something fun that you will probably never use. Delmar needs one day to
prepare you're staff, so wait for at least 24 hours, then speak to him again.
Once you've got your staff, quest complete! Return to Raminus and ask about
your advancement within the guild to be promoted to Journeyman.
[Journeyman, Mages Guild achieved!]
==============================================================================
...Ulterior Motives - (MG09)..................................................
==============================================================================
After completing "A Mage's Staff," Speak to Raminus and ask him for another
task. Raminus would like you to retrieve a book from the count of Skingrad,
Janus Hassildor. Exit the Arcane University and travel to Skingrad. Locate
Castle Skingrad, which is actually outside the city walls, and enter the
courtyard. You'll find the door leading to the county hall straight ahead.
Janus Hassildor is a secretive type of person, he won't be in the main area
of the castle, instead you will have to find a man named Mercator Hosidus.
He should be wandering around the main entrance area. Speak to him, after
lightly insulting you a bit, Mercator tells you to return tomorrow, as he
may have managed to get the count to change his mind. Wait for at least 24
hours, then locate and speak to Mercator in the county hall once more.
After the 24 hour period, Mercator will approach you and initiate a convers-
ation. He tells you that the count will grant you an audience, but he doesn't
want it to be in Castle Skingrad. Apparently, he will meet with you outside of
the Cursed Mine west of the town after 2am. Sounds very, very suspicious
doesn't it? Nevertheless, you will have to go to this location at the aforeme-
ntioned time and meet the count to progress. When you are ready, leave the
town and go to the meeting spot. With "Ulterior Motives" as your active quest,
you can use the local map to make sure that you are standing in the right
spot, since the active quest marker will be pointing directly to the meeting
spot. Wait until it is a little after 2am, you will eventually be approached
by Mercrator, who unfortunately doesn't have the count with him.
Mercrator is accompanied by two necromancers, so you can guess who's side he
is on. Waste no time in attacking him. Things can get pretty hectic while you
are fighting, as it is very dark outside and you will have everybody coming at
you at once. You will have to be very cautious however, as Janus Hassildor,
the count of Skingrad, will appear partway through the battle. He will not be
hostile towards you, but if you strike him enough times out of confusion, he
will quickly turn on you. If you do accidentally strike him, which causes him to
start attacking you, you can hold the LT and press LB while facing him to
yield, he should more than likely accept.
Once Mercrator and the necromancers have been dealt with, Hassildor will speak
to you. After a short chat, you will learn that in actuality, there is no book
to retrieve, you were simply sent to spy on the count to see if you could
learn anything. Return to the Arcane University and speak to Raminus, speak to
him about the task and after ask about your advancement to gain the rank of
Evoker. Raminus will also give you the "Spelldrinker Amulet."
[Evoker, Mages Guild achieved!]
==============================================================================
...Vahtacen's Secret - (MG10).................................................
==============================================================================
Raminus needs you to travel to an Ayleid ruin where a research project is
underway. You must assist Irlav Jarol, the one in charge of the project. He
is apparently in need of some help. You can find Irlav Jarol either in the
Arch-Mage's Chambers, or in the main entrance area of the Arcane University.
Speak to him, he will give you the key to the Ayleid ruin that you are to
travel to, Vahtacen. Upon your arrival, you must speak to Skaleel, who is
currently over-seeing the project. There is reportedly a blocked passage that
they are having trouble getting past, you're going to have to help them
figure it out. The Vahtacen has been marked on your map, it is located just
south of the city of Cheydinhal. Leave the Arcane University and travel to
this location. Enter the cave and proceed through the cave area, it is a very
straightforward path. Once you reach the ruin type area, locate and speak to
Skaleel, who is in the bottom left corner of this area.
She tells you of the "pillar" that they have been having trouble with. It,
apparently, doesn't react very well to spells, as several guild mages have
already been injured by it. You will need to help then solve this puzzle,
to get to the pillar start by leaving this area, locate the locked gate and
use the Vahtacen Ruins Key to unlock it. At the end of this area, just before
the room with the pillar, you will find a man named Denel. Denel tells you of
the strange Ayleid markings on the walls surrounding the pillar. They are
unable to translate them, but Denel mentions that perhaps Skaleel has a book
that may assist you in deciphering the text. Return to Skaleel and ask her
about this book. She'll hand over the Ayleid Ruins book, with this in hand,
you can solve the puzzle that has stumped them for weeks. By reading this
book, it will become evident that you must cast certain spells on certain
parts of the giant pillar.
In the area where Denel is, you can find a chest behind the table here. This
contains a spell that will cast each and every spell that you will need to
solve this puzzle. I suggest saving your game at this point, just incase you
accidentally make a mistake. Grab every scroll from the chest and enter the
room with the pillar. Inside, you will find the inscriptions surrounding the
wall that contains the text that is deciphered in the Ayleid Reference book.
Av molag anyammis refers to fire, av mafre nagaia refers to frost magicka
loria refers to damage magicka and magicka sila refers to fortify magicka.
Each of these tablets refer to a spell that you must cast on a part of the
pillar. This next part is going to be a little hard to explain, so please
bear with me. The parts of the pillar that you must cast the spells on, are
the parts that are whole pieces. Some parts of the pillar have small
rectangles on the bottoms, these are not the parts that you need to target
with the spells.
You need to do this in the correct order for this to work. You need to start
with the "av molag anyammis" inscription. This refers to a fire spell, so aim
your fire spell towards the whole rectangle portion of the pillar diagonal
from the tablet and hit it. Next, move up to the "av mafre nagaia" inscription
and hit that part of the pillar with an ice spell. Move across to the "magicka
loria" inscription and hit that part of the pillar with a damage magicka spell.
Lastly, move down to the "magicka sila" inscription and hit that part of the
pillar with a fortify magicka spell. If you did this correctly, you should not
have been hit by any lightning, the pillar should open and you will receive a
notification telling you that you have solved the puzzle. Climb down the
stairs and enter "Vahtacen Lorsel."
Follow the path in front of you until you reach a giant room. Do not step on
the middle panel in this room, as it effectively acts as a trap. If you step
on that portion of the floor, it will fall down to the ground level, spikes
will protruded through the holes in the panel, so move through this room by
the sides and jump diagonally across to the other side over the panel. In this
next area, you'll have to step on the floor panel in this room to open two new
passages to your left and right. Head through the opening straight ahead. There
is another trap in the middle of this room, as the blood stains should
indicate. Avoid it in the same fashion as the first trap in the first area,
proceed through the passage at the end of this room.
Follow the straightforward path, when you emerge you will find yourself in a
very large room. As soon as you enter run straight ahead, locate the set of
stairs and climb up. To your left, there is a pillar that has a switch in the
middle, activate it and the stairs surrounding the platform in the middle of
the room will rise. Hope back down the steps and climb up to the middle
platform. Locate the switch on one of the pillars, activate it to raise the
cage in the middle to reveal an "Ancient Elven Helm." Take this item and leave
the Vahtacen Lorsel area.
Go back, speak to Skaleel, she tells you to take the object that you found
inside of Vahtacen's ruins and bring it back to Irlav at the Arcane Univer-
sity. Do just that, return to the Arcane University and speak to Irlav with
the item in your inventory. Once you have given the helmet to Irlav Jarol,
speak to Raminus about your advancement within the guild. He will raise your
rank to Conjurer, and give you the "Robe of the Conjurer."
[Conjurer, Mages Guild achieved!]
==============================================================================
...Necromancer's Moon - (MG11)................................................
==============================================================================
Your task is to visit the Mystic Archives and speak to Tar-Meena, the
specialist on magicka arcana. You need to visit her and ask her specifically
about the Black Soul Gems and their power. The Mystic Archives are located on
the Arcane University grounds, step outside the door leading to the grounds
and locate the area on your map. Inside, you will find Tar-Meena, she appears
to be terribly busy, but ask her about the Black Soul Gems when you have the
chance. She will speak of a book entitled "Necromancer's Moon," which contains
information on those Black Soul Gems. You will need to search the archives and
find this book yourself.
Necromancer's Moon is the blue book on the table behind the desk to your right
as soon as you enter the Mystic Archives. Speak with Tar-Meena once you have
the book, then leave the archives and bring the book back to Raminus. He will
tell you to speak to Bothiel, who will surely know something about this "Shade
of the Revenant" that is mentioned in the text. Locate this Bothiel and speak
to her about the Shade of the Revenant.
She will give you Falcar's notes, that he apparently dropped when he visited
the university to ask bout the revenant. The note will list several locat-
ions, or "altars" as they are referred to. Speak to Raminus once you have the
note and select "Shade of the Revenant" from the list of dialogue options. He
will mark Dark Fissure on your map, one of the locations mentioned in the
note. You must travel there and see if you can discover anything.
The Dark Fissure cave east of the Imperial City and southeast of Cheydinhal,
so leave the Arcane University and travel there. The altar is on a hill, and
it may seem a little step, but just continue moving around it until you find
some patches of grass that you can use to help you ascend. When you arrive,
you will see the altar in front of a the cave. Step inside the cave, you will
need to find a necromancer referred to as the "Worm Anchorite." You should be
able to find them in the opening area of this cave.
Once you have located them, kill them and retrieve the handwritten note from
their corpse. The note will explain how the necromancers are acquiring these
Black Soul Gems, by using dark fissure and the other altars in Cyrodiil. Once
you have this note, there is no reason to go further in the cave. Return to
the Arcane University and speak to Raminus, after he is done speaking ask
about your advancement to be promoted to the rank of Magician.
[Magician, Mages Guild achieved!]
==============================================================================
...Liberation or Apprehension? - (MG12).......................................
==============================================================================
Speak to Raminus Polus at the Arcane University and select "Tasks." He tells
you that Arch-Mage Traven, who has a special assignment for you. Step through
the portal leading to the "Arch-Mage's Tower Council Chambers" and speak to
Hannibal Traven about your task. Mucianus Alias, an informant for the Mages
Guild, may be in danger. He has infiltrated the necromancer ranks and has been
giving information to the Mages Guild. He has not been heard from for some
time, and Arch-Mage Traven fears for the worst. You need to travel to his last
known location, Nenyond Twyll, and make sure that he is safely rescued from
the necromancers. Nenyond Twyll is located south of the Imperial City, you
must travel there and escort Mucianus Alias back to the Arcane University.
Leave the Arcane University and begin traveling to Nenyond Twyll. Once you
arrive, enter the ruin, you'll meet a battlemage named Fithragaer as soon
as you step in. Fithragaer is the only battlemage left, the necromancers
defeated them all and retreated further into the ruin. Fithragaer won't last
very long, since he is so intent on killing those necromancers he fails to
see the floor trap in his path. When you're finished laughing, continue moving
straight ahead to the exit of this room. Go down the steps and turn left, open
the iron gate and enter the large area. You'll want to remain cautious here,
after all this is a necromancer lair. You will find necromancers, as well as
some undead enemies in this ruin. Exit this area once it is clear and enter
the "Nenyond Twyll Riellesel" area.
By the threshold, you will run into Mariette Rielle. She tells you that Alias
is now a worm thrall and then tries to kill you. Kill her, then proceed down
the stairs and open the iron gate. Once the enemies in this area have been
dealt with, move straight down to the end of this area and push the switch
to the left of you. It will open a new passage right next to it, you will have
to deal with the Necromancer Adept. Once they have been taken care of, step
through the passage. Inside, you will find Mucianus Alias, who is evidently
not doing too well. When you have discovered him, return to the Arcane Univer-
sity and to Traven. Tell him of Mucianus Alias' fate, then speak to Raminus
about your advancement to be promoted to Warlock.
[Warlock, Mages Guild achieved!]
==============================================================================
...Information at a Price - (MG13)............................................
==============================================================================
Speak to Hannibal Traven in the Arch-Mage's council chambers and select
"Tasks" from the list of dialogue options. Apparently, the count of Skingrad,
Janus Hassildor, who you have already dealt with in the past, has some very
important information for the Mages Guild. Travern wants you to travel to
the city of Skingrad immediately and converse with Hassildor on this matter.
Leave the Arcane University and travel to castle Skingrad. Locate and speak
to the count's stewardess, Hal-Liurz in the main hall. She will go to the
count's chamber and inform him of your arrival. You will only need to wait
a little while before Hal-Liurz appears again with Hassildor. He will approach
you and initiate a conversation, assuring you that the information he is about
to provide will not be to your liking.
This information does come at a price, however. Janus Hassildor has a small
task that he would like you to complete for him before he will give the info.
Bloodcrust Cavern, a cave outside of town, is home to some vampires. This has
attracted some vampire hunters to Skingrad, which is making the count, who is
a vampire himself, a little edgy. He wants you to deal with the vampires in
Bloodcrust Cavern, and at the same time get the vampire hunters out of
Skingrad. He doesn't care whether you kill them personally or scare them out
of town, he just wants them gone. Once you are done learning more about the
hunters and the cavern outside of town, leave the castle and head into the
streets. You really don't need to kill the hunters yourself, as it can be
quite difficult to catch the hunters when they are alone so that you can
murder them and if the Skingrad guards catch you breaking the law, they
will of course act accordingly.
You will first need to find Eridor, one of the hunters, in the streets of the
town. If you have "Information at a Price" as your active quest, a second
active quest marker away from the cavern will be pointing to Eridor in the
town. Speak to him, tell him that you have some information for him. He will
ask about the location of the vampires, cooperate and tell him they are in
Bloodcrust Cavern. Speak to him after and ask him where the hunters are
looking, this will mark every member of the vampire hunters on your map, so
you know where everyone is. Now, if you tell him where the vampire nest is,
you're really killing two birds with one stone here. Eridor and his men will
eventually set out towards the nest and enter in an attempt to clear it of the
vampires. It is very unlikely that they will be able to do this, however,
since the cave is full of them. They will clear out a good number of them
before going down, more than likely. Just wait for about 10 hours, by using
the wait menu, and they will surely move towards the Bloodcrust Cavern.
At this point, you will probably want to travel to the cavern yourself,
because keep in mind that you will still need to clear the cave of the remain-
ing vampires before the count will be willing to give you the information.
Just wait outside of the cavern (or you can go inside if you'd like), until
you receive a notification telling you that all of the vampire hunters are
dead. When you receive this notification, enter the cavern and finish off what
the hunters started. If you receive the message that the vampires would killed
first, which is highly unlikely, you will have to go into the cave before the
hunters exit and kill them, presumably. Before leaving here, you may want to
explore the rest of the cave, because you can search through the dead vampires
and vampire hunters and maybe retrieve some useful items or equipment. You
will receive a notification telling you that all of the vampires are dead upon
the death of the final vampire in Bloodcrust Cavern.
Return to castle Skingrad once the vampire hunters and the vampires in Blood-
crust cavern have been dealt with. Enter the main hall and speak to the
count's stewardess, Hal-Liurz, once more. She will tell you to wait while she
goes and informs the count that you have completed the task. Hal-Liurz will
return shortly with Count Hassildor. Select "Information" from the list of
dialogue options. Mannimarco, the King of Worms, has returned to Cyrodiil,
and he hopes to bring down the Mages Guild. Return to the Arcane University
and speak to Traven at once. You will need to wait for a day or two before
Traven will be able to give you another task.
==============================================================================
...A Plot Revealed - (MG14)...................................................
==============================================================================
After at least two days have passed, speak to Arch-Mage Traven. He wants you
to travel to the Bruma Mages Guild and check on Jeanne Frasoric, who has been
out of contact for a few days, which is very unusual for her apparently.
Leave the Arcane University, travel to Bruma and locate the Mages Guild there.
Step inside, it will immediately become evident that something isn't right.
The Bruma Mages Guild hall has been attacked, you will need to investigate and
search for survivors. As you search the building, you will run into some
undead ghost-type creatures. You cannot harm ghosts with normal weapons, as
you are surely aware of at this point. You will need to use either silver,
magic, or daedric weapons to cause damage. Search the fist level and clear out
all of the ghosts, then proceed down to the Mages Guild living quarters.
You will find more undead creatures in this hall. It is very narrow and diffi-
cult to fight in this corridor. You have to go through the living quarters
to get to Jeanne Frasorie's room, the path from the main hall is blocked by
flames. So you will need to exit the living quarters through the door opposite
the one you used to enter this area. You will have to fight a necromancer,
Camilla Lollia, then the Khajiit J'Skar will appear, he managed to survive
by remaining invisible while the attack was underway. After a short chat,
J'Skar sets off to the safety of the Arcane University. Travel back to the
Arcane University and speak to Traven. After, speak to Raminus about your
advancement within the guild, he will promote you to Wizard. He will also
teach you the spell "Wizard's Fury."
[Wizard, Mages Guild achieved!]
==============================================================================
...The Bloodworm Helm - (MG16)................................................
==============================================================================
Once you have attained the rank of Wizard, speak to the Arch-Mage and you will
have two quests "The Bloodworm Helm" and "The Necromancer's Amulet" added to
your quest log. You can do these quests in any order, I simply have them
listed in the order I completed them. The Bloodworm Helm has been taken by a
group of wizards, led by Irlav Jarol, to Fort Teleman. Fort Teleman has been
marked on your map, it is located far southeast of the city of Bravil and
closer northeast of Leyawiin. Leave the Arcane University and travel to this
location. Once you have arrived, locate the door leading to the interior and
step inside. As soon as you enter, it becomes evident that trouble is amidst.
The fort is full of necromancers, so what of Irlav and party? You'll just have
delve deeper into the depths of the fort and find out.
You'll need to locate the "Fort Teleman, Order of the Black Rose" area, the
path to this area through Fort Teleman is very straightforward, but also very
treacherous, as it is full of necromancers. With "The Bloodworm Helm" as your
active quest, the active quest marker will be pointing to the door leading to
the "Fort Teleman Order of the Black Rose" area. In this area, you will likely
encounter some lesser Daedra as well as the usual necromancers. These Daedra
will attack anything that is daedric, so if you are about to enter a room
where the two groups are locking horns, sit back and move in once the brawl
is over to finish off the remainders. Progress through the Order of the Black
Rose area and locate the room with Irlav. Unfortunately, you're too late, you
will find Irlav's body in the middle of this room with one or more enemies
surrounding him. When they have been dealt with, search Irlav's corpse and
retrieve the Bloodworm Helm.
Exit Fort Teleman and return to the Arcane University, or if you choose, you
can go now and complete the "The Necromancer's Amulet" quest and return to
the Arcane University with both of the artifacts in hand. Speak to Traven at
the Arcane University and tell him that you have retrieved the Bloodworm Helm.
If you have also completed the "The Necromancer's Amulet" quest, speak to
Raminus afterwards concerning your advancement within the guild to be promoted
to the rank of Master-Wizard.
[Master-Wizard, Mages Guild achieved!]
==============================================================================
...The Necromancer's Amulet - (MG15)..........................................
==============================================================================
Once you have attained the rank of Wizard, speak to the Arch-Mage and you will
have two quests "The Bloodworm Helm" and "The Necromancer's Amulet" added to
your quest log. You can do these quests in any order, I simply have them
listed in the order I completed them in. Caranya and some other guild mages
have taken the amulet to Fort Ontus, where they are currently at work studying
its rather unique properties. You need to go to the fort, retrieve the amulet
and bring it back to the safety of the Arcane University. Fort Ontus will be
marked on your map, it is far northwest of Skingrad and far west of the Imper-
ial City. Leave the Arcane University and begin traveling to this location.
The mountain that the fort sits on is quite steep, approach it from the west
and move around it until you can find patches of grass that you can walk on to
help you ascend. When you have made it up, locate the entrance to the fort and
step inside.
Inside, you will find several guild mages standing around, if spoken to, they
will tell you to go and see Caranya. From the main area of Fort Ontus, there
is actually two ways that will lead you to the "Fort Ontus Understreets," but
you need to enter the Understreets a specific way. Basically, just don't drop
down from the bridge to the lower area, this will prevent you from being able
to reach Caranya, as there is a switch activated gate in this area that you
can't open. With "The Necromancer's Amulet" as your active quest, follow the
red active quest marker to the door on the top level leading to the under-
streets. Follow the green active quest marker to Caranya and speak to her.
Yeah, she's a necromancer, attack and kill her as soon as she's done talking
and take the Necromancer's Amulet from her corpse. As for the other mages that
you passed on your way here? Yup, unfortunately they're with her, have fun
getting out. They sure switched out of those standard Mages Guild robes
quickly...
Exit Fort Onus and return to the Arcane University, or if you choose, you can
go now and complete the "The Bloodworm Helm" quest and return to the Arcane
University with both of the artifacts in hand. Speak to Traven at the Arcane
University and tell him that you have retrieved the Necromancer's Amulet.
If you have also completed the "The Bloodworm Helm" quest, speak to Raminus
afterwards concerning your advancement within the guild to be promoted to the
rank of Master-Wizard.
[Master-Wizard, Mages Guild achieved!]
==============================================================================
...Ambush - (MG17)............................................................
==============================================================================
Once you have attained the rank of Master-Wizard within the Mages Guild, speak
to the Arch-Mage Traven. The necromancers apparently have a large Black Soul
Gem in some ruins. You need to travel to the ruins of Silorn and meet outside
with a group of Battlemages who are preparing to storm the place. The ruins of
Silorn have been marked on your map, the ruins are located southeast of
Skingrad. Leave the Arcane University at once and travel to these ruins. The
leader of this group of necromancers is none other than Falcar, that [Insert
expletive here] that you dealt with during your Chorrol recommendation quest.
You can meet the troop of battlemages, Thalfin, Merete and Iver to the east of
the ruin of Silorn. If you haven't been spotted by the necromancers, you can
speak to Thalfin and work out a sort of strategy. This isn't really necessary,
you should probably be able to handle the necromancers by yourself at this
point. There may be some sort of advantage from giving the battlemages orders,
but I haven't really explored that yet.
Move to the center of the ruins and you will be spotted by some necromancers,
who will immediately alert their leader, Falcar, to your presence. At this
point, you'll have to enter the ruins all by your lonesome, find Falcar, kill
him and snatch that gem. locate the entrance leading to the interior and step
in. Inside you'll find, you guessed it... necromancers. Remain vigilant as you
are traveling through this ruin, the large areas usually hold a fair number of
necromancers in the one area. From the entrance, follow the path down until
you reach a small room. From here, move straight down, turn left and exit the
room through this opening. Turn right as soon as you can and keep on moving
straight ahead. Exit this room through the passage on the bottom left area,
refer to your local area map. Find the entrance to the "Silorn Sedorseli" area
and go through the door. Head straight down through this area, move down the
passage and enter the next room. Locate the push block on one of the pillars
in this room and exit through the new path that is opened to the south of this
room.
You will find yourself in a large area with a small body of water in the
middle. There are a couple of Varla stones on pedestals in this area, quite
rare so take them when you come across them. Locate the steps on the north
side of this room and climb up. Hit the push panel on the floor to open a new
passage, go through and turn right. Hit the push panel on the floor right in
front of the gate, cross the bridge and exit back into the main Silorn area.
Hit the press block straight ahead, then jump down to the lower level below
and cross the bridge. Enter the "Silorn Buroseli" area via the door across
this bridge. Move through this area, in one of the areas you can push a press
block to raise a Varla stone cage in the middle of the room. In the area right
after this, you will encounter Falcar. After you have killed him, search his
body, retrieve the key and the Colossal Black Soul Gem. When you have the gem,
exit Silorn and return to the Arcane University and speak to Arch-Mage Traven.
==============================================================================
...Confront the King - (MG18).................................................
==============================================================================
After completing "Ambush" and giving the Colossal Black Soul Gem to Traven,
speak to him and select "Tasks" from the list of dialogue options. After a
short chat, the Arch-Mage sacrifices himself. Search his body and retrieve the
Filled Colossal Black Soul Gem from him, this will protect you against Manni-
marco. You must now travel to Echo Cave and defeat the King of Worms. The Echo
Cave is northwest of the Bruma, so leave the Arcane University and travel to
this location. Once you arrive, you will be greeted by Bolor Savel, who has
a rather interesting skin tone. You will have to kill him to get the key that
will open the door to the interior of the cave. Once he is dead, grab the key,
unlock the door and step inside.
Inside the Echo Cave, you will find necromancers as well as an array of undead
creatures. With "Confront the King" as your active quest, the active quest
marker will be pointing to Mannimarco, so just follow your compass through the
cave. You will find the King of Worms in the "Echo Necromancer's Chamber"
The path here is rather straightforward, and if you have this quest as your
active quest, you shouldn't have a problem finding the door leading to this
area. When you enter the Necromancer's Chamber, you'll have to deal with the
necromancer adept before you can face the king. Mannimarco is in the middle
of this area, get ready to face him. You may want to consider saving your
game at this point. Cross the bridge and step onto the platform. That's Manni-
marco... not quite what you were expecting was it? He's rather unimpressive
for the supposed King of Worms.
When you approach him, he will cast a paralyze spell and have a little chat
with you. You can try to get a sneak attack on him, which is very easy if you
are using a bow. Once he is finished talking to you, immediately strike out
at him. After the battle, search his body, retrieve the disgusting Staff of
Worms, which allows you a target for 30 seconds, and the King of Worms' Robe.
Now that you have defeated the dreaded King of Worms and saved the future of
the Mages Guild, all that is left for you to do is to return to the Arcane
University and retain your rightful place as the new Arch-Mage. As soon as
you enter the Arch-Mages Lobby, you will be approached by Raminus, who
acknowledges you as the new Arch-Mage!
[Arch-Mage, Mages Guild achieved!]
Being the Arch-Mage of the Mages Guild does have a couple of perks. For one
thing, you now have full, legal access to the Arch-Mages Quarters in the main
tower of the University. If you speak to Raminus about "Ingredient Collection"
he will point you towards Julienne Fanis, who can be found in the Lustratorium
on the Arcane University grounds. After speaking to Raminus, the quest "Alchemy
Acquisitions" will be added to your current quests. Speak to Julienne Fanis at
the Lustratorium and ask about "Ingredient Collection." You have access to an
enchanted treasure chest in the Arch-Mages Quarters.
This chest can be used to dupe alchemical substances by small quantities. All
you must do is place an item in the chest and wait for 24 hours. At this
point, open the chest and retrieve the duplicated item. This can only be done
once a week, so you'll only really want to duplicate rare items. Of course,
there are some limitations on some items, such as nirnroot, for obvious
reasons. You can also speak to the Mage Apprentice in the Arcane University
and have them follow you around. That' it, congratulations on completing the
Mages Guild quest line!
------------------------------------------------------------------------------
- Thieves Guild Quests - [W04]
------------------------------------------------------------------------------
Finding The Thieves Guild..................................(TG00)
May the Best Thief Win.....................................(TG01)
Independent Thievery.......................................(TG02)
Untaxing the Poor..........................................(TG03)
The Elven Maiden...........................................(TG04)
Ahdarji's Heirloom.........................................(TG05)
Misdirection...............................................(TG06)
Lost Histories.............................................(TG07)
Taking Care of Lex.........................................(TG08)
Turning a Blind Eye........................................(TG09)
Arrow of Extrication.......................................(TG10)
Boots of Springheel Jak....................................(TG11)
The Ultimate Heist.........................................(TG12)
The Thieves Guild is one of the four guilds available to join in the game. By
joining the guild, you will be able to take special jobs that will advance you
higher up into the guild. You will also be able to barter with a fence, a
fence will buy your stolen goods. The best fences are only available to the
higher ranked members of the guild. The thieves guild has three rules that you
must follow if you wish to stay a member.
1. Never steal from another member of the guild.
2. Never kill someone on the job, animals and monsters are fair game.
3. Never steal from beggars or peasants.
If you break any of these rules, you will be thrown out of the guild. You can
get back in, however. Speak with one of the doyens and you can pay a fee to
get back in. The two Doyens are Armand Christophe, who appears in the Imperial
City's Waterfront District around midnight, and S'krivva who lives in Bravil.
If you kill someone while on the job, you will have to pay a blood price for
the number of people killed. You will have one Doyen that will assign you
special jobs in the beginning. Eventually when you get a higher rank in the
guild, you will have to speak with the second doyen, S'krivva.
==============================================================================
...Finding The Thieves Guild - (TG00).........................................
==============================================================================
Before you can join, you have to, of course, locate the guild. Thieves are
shifty, the guild does not have a guild hall, like the Fighters Guild or the
Mages Guild. Your path to the Thieves Guild begins in the Imperial City, so
get yourself there. You will first need to do something to get the Thieves
Guild's attention. You need to spend one night in jail. It is very easy to get
arrested and hauled off to prison in Oblivion. You can do anything that is
considered against the law and get caught in the act. You will know that what
you are doing is considered illegal if the cursor icon denoted to a certain
action is red. Make sure that someone sees you doing this, whether it be a
guard or a citizen. If it is a citizen, they will more than likely call a
guard, and that guard will arrest you. When you are confronted by a guard,
you have three options: Go to Jail, Resist Arrest and pay your bounty. Well,
obviously you are trying to get arrested, so pick Go to Jail.
If you resist arrest, they will just chase you down and kill you. That's not
what we're aiming for here. Alternatively, if you would like, you can take a
different approach to get into the guild. You can befriend one of the beggars
in the Imperial City and they will tell you where to find the guild. If you
view one of the Gray Fox posters around the city, "Gray Fox" will become an
option on the menu when speaking with someone. Raise a beggars disposition
towards you by either playing the disposition mini-game or bribing them, then
try asking them about Gray Fox. If you take this approach, go ahead and skip
the next paragraph.
When you have agreed to be taken to jail, you will find yourself in a cozy
little prison cell. Well, as cozy as prison cells get anyway. You don't need
to wait the full amount of time for your sentence to end in real time, look
around your cell for a bed. Sleep in this bed and when you awaken, you will be
out of prison. Remember to reequip your weapon and armor once you are out.
You have to actually serve your time to be contacted by the Thieves Guild, so
do not attempt to break out of prison. Once you have served your time, head to
the Imperial City Waterfront area via fast travel or by foot. Once you have
arrived in this area, you can use the wait function to speed up time so that
you don't have to wait for a messenger to arrive with the letter. You will be
pulled out of the wait process if someone contacts you while you're waiting.
It should be a Dark Elf, and he/she will give you a mysterious note. The note
says:
"I can offer you greater rewards and less time in prison. If you are intere-
sted, come to the Garden of Dareloth in the Imperial City's Waterfront
District at midnight. Present this note and all shall be made clear. The
Gray Fox."
Tempting offer. You may have seen wanted posters of Gray Fox around the
Imperial City. Well, he is the guildmaster. Now you need to do what the note
said. You need to head to the Garden of Dareloth in the Waterfront District.
When you first fast travel to the Waterfront District, turn around and head
through the open doorway. Notice the wanted poster of Gray Fox to your right.
Once past the doorway, turn to the right and continue heading straight until
you reach a brick fence next to a house. Jump over it and stand in this
backyard area. If it is not midnight, use the wait feature and pass enough
hours by until it is midnight. Once it is midnight, you will see an Argonian,
Redguard and an elf standing in this area. This is where the Thieves Guild
meets. Approach the Redguard holding the torch and speak with him. Select
Mysterious Note from the list of options.
==============================================================================
...May the Best Thief Win - (TG01)............................................
==============================================================================
When Armand is finished talking, select Join the Thieves Guild from the list
of options. You must have noticed the other two people standing here, Amusei
and Methredhel. They have the exact same goal as you, they both want in to the
guild. You cannot just simply join the guild, an initiation is required
first and foremost. You will need to compete against Amusei and Methredhel,
the first one to retrieve and bring back Amantius Allectus' diary from his
home is inducted into the guild. This is a simple task, if you know where
Amantius Allectus' house is. If you don't have any lockpicks, or you feel you
don't have a sufficient amount, you can buy lockpicks from Armand Christophe
for 5 gold per pick. Make sure you do have some though, since you will need
them.
Methredhel knows what she's doing, Amusei doesn't have a clue, so just ignore
him. There is no need to seek a beggar and ask them where Amantius' house is,
since I am going to tell you and all... His house is located in the Temple
District, so fast travel there. More than likely, Methredhel will be right in
front of you when you first teleport. If you haven't already explored the
Temple District, follow Methredhel since she knows where his house is located.
If you have been around the Temple District, go to your map and move the
cursor over the locations to find Amantius' house.
It is much easier to just follow Methredhel, so just follow her. She will
reach his house, you will need to pick the lock to enter the house. Once you
have successfully picked the lock and are inside the house, quickly head to
the right towards the desk. Open the desk and snatch Amantius Allectus' Diary
from within. It is easy to beat Methredhel to the desk, just run straight
towards it while she is taking her time. Once you have the diary she will give
up, stand and walk out. If you do fail to get the diary before she does, you
will need to steal it back from her. It should be in a chest inside of her
house in the Waterfront District.
Now head outside, fast travel back to the Waterfront District and go back to
the Garden of Dareloth. Speak with Armand Christophe and select Thieves Guild
Test from the list of options. Now you are a member of the Thieves Guild!
Congratulations! There are three very important rules that you must follow
while you are a member of this guild. The three rules are:
1. Never steal from another member of the guild.
2. Never kill someone on the job, animals and monsters are fair game.
3. Never steal from beggars and peasants.
[Thieves Guild, Pickpocket achieved!]
==============================================================================
...Independent Thievery - (TG02)..............................................
==============================================================================
Independent Thievery is a quest that will be active until you complete the
thieves guild. Before a doyen can give you a special job, you need some exper-
ience as a thief. You will need to steal some items and sell them to a fence.
The first fence that you have access to is Ongar, he can be found in Bruma.
Each time you complete a thieves guild quest, a notification will pop up
telling you to steal more stuff.
Once you have reached the required amount, a notification will pop up telling
you so, and it will say that you should speak with your current doyen. Before
you can begin your first quest, you need to make a total of 50 gold selling
fenced items. The amount of gold needed to receive a new job goes up in
increments of 100. Once you have sold enough stolen goods to a fence, you can
speak with your doyen to receive a new job.
==============================================================================
...Untaxing the Poor - (TG03)................................................
==============================================================================
Before you can start this quest, you need to steal at least 50 gold worth of
items and sell them to Ongar the Fence. It is very easy to make this much in
stolen goods, I made well over 50 by breaking into Slash N' Smash in the
Imperial City's Market District and stealing whatever I could get my hands on.
You can only barter with Ongar the Fence when he is in his house, if you see
him on the street you will not be able to barter. He sleeps in his house
during the day, and disappears at nightfall. If it isn't daytime, use the
wait feature and enter his house. he should be sleeping in his bed, just wake
him up and you can barter.
You may want to play the persuasion mini-game a bit, just to get his dispos-
ition up so that you can get better deals on your stolen items. You will see
the total amount of gold that you have fenced in the top right corner of the
screen. Once you have reached your goal, leave Ongar's house and head to the
Waterfront District to speak with Armand. If it isn't midnight, use the wait
feature and make it midnight so Armand will appear. Speak with him and select
Thieves Guild special jobs from the option list.
Hieronymus Lex, the Imperial Watch Captain, has collected taxes from the poor
people living in the Waterfront District. Understandably, Gray Fox is angered
by this. You're mission is to sneak into the south tower, take the gold and
the Waterfront tax records collected from the poor people living in the
waterfront District. You can find an entrance to the south tower in the temple
District. Fast travel there, once you arrive turn to your right and follow the
stone path, you will eventually come to the door leading into the tower. Make
sure that you are in sneak mode, if it is still night, more than likely there
aren't any guards down on the first level.
Approach the ladder and climb up to the next level. The ladders that you need
to climb in order to get to the top are always to your left when you have just
climbed up a ladder. Don't bother trying to steal things in here, as there are
probably some sleeping guards. Climb up to the next level, continue climbing.
You will soon reach a locked ladder, pick it and you will find yourself at the
top level. The desk with the tax records and gold is to your right when you
first enter the room. Approach the desk and take the Waterfront tax records
and the gold within. Now all you need to do is climb down and report back to
Armand.
If a guard didn't catch you stealing, there shouldn't be anyone waiting for
you as you climb down the ladder. The guards I encountered just told me to get
lost, they hadn't realized that I had stolen the tax records. If you do
encounter some awake guards, quickly head down before the start to get angry.
When you have reached the bottom level, head out the door and fast travel to
the Waterfront District. If Armand isn't there, use the wait feature and make
it midnight so he will appear. When he is there, speak with him and tell him
that you have the tax records.
[Thieves Guild, Footpad achieved!]
==============================================================================
...The Elven Maiden - (TG04)..................................................
==============================================================================
Before you can begin this quest, once again you have a required amount of gold
that you have to make by selling stolen goods. This time it is 100 gold. When
you have stolen enough and sold to Ongar, speak with Armand and select
Thieves Guild special jobs from the option list. Your next task is to steal
the Bust of Llathasa Indarys from Cheydinhal. Get yourself to Cheyhindal,
either by fast travel or some other means of transport. Once there, look for
a beggar to talk to. Speaking with a beggar and paying a small amount of gold
will get you some information on where to find the bust. The bust is located
within the Great Chapel of Arkay. Locate this chapel by looking at your map
and step inside. Head down the stairs in front of you and head to your right
when you reach the bottom. Open the locked door using a lock pick. Make sure
that the coast is clear before attempting to pick the lock.
Enter. Be aware that there is a guard patrolling this chamber, make sure
that you are in sneak mode. It is kind of dark in here, and hard to see, but
you should be able to find your way while avoiding the guard. Head straight
when you first appear, hug the wall and go through the first passage to your
right as you pass over it. Straight ahead is the Bust of Llathasa, approach it
and take it. I highly suggest that you do not loot Llthasa's tomb, unless you
want a ghost to appear that will more than likely alert the guard to your
presence. Keep rule number two in mind. Once you have it, be very cautious
when trying to get back, as the guard may be near. When you are outside you
are home free. That was too easy, there's more.
Head back to the Imperial City's Waterfront District to speak with Armand. An
Imperial guard may ask you if you've seen Armand Christophe... just ignore
him. The Imperial Watch are looking for Armand Christophe, apparently they
have been informed that he stole the Bust of Llathasa. If you speak to one of
your fellow guild members, they will tell you that Methredhel is looking for
you. You can use the wait feature if you don't feel like waiting for her to
approach you. Wait for one hour and she should approach you. She will explain
to you that there actually wasn't a client, it was all a setup by Myvryna
Arano, who is an informant for Hieronymus Lex. Your task now is to plant the
bust in Myvryna's house. Locate her house in the waterfront, and go into sneak
mode by her locked door. She sleeps during the day time, it was around 12 am
game time when I did this quest. Hieronymus Lex should be standing just a ways
away from where you are. Watch the eye icon on the screen, if it is bright and
solid, do not try to pick the lock because you are being watched. When it
fades out, pick the lock. I suggest that you save in front of the door, just
in case you make a mistake.
Once you are inside her house, approach the cupboard that can be found to the
right of her bed. Click on it and you will automatically place the bust in her
cupboard. Head back outside and approach Lex who should be standing in the
middle of the houses area. If you try to tell him that you know where the bust
is, he will not believe you unless he has a high disposition towards you. You
can either bribe him or play the persuasion mini-game. His disposition towards
me was around 75 before he would believe my story. When he finally believes
you, follow him to Myvryna Arano's house. Watch the scene that takes place
once inside, and then head to the Garden of Dareloth. When midnight arrives,
Armand Christophe will appear as always. Speak with him and he will thank you
for completing the job. You can now use Dar Jee in Leyawiin as a fence.
[Thieves Guild, Bandit achieved!]
==============================================================================
...Ahdarji's Heirloom - (TG05)................................................
==============================================================================
Speak with Armand and select the Thieves Guild special jobs option from the
list. He will tell you that he doesn't have a job to give you, because he only
gives jobs to lower ranked guild members. Your new doyen is S'krivva, a
Khajiit woman who lives in Bravil. You can either find her at the Lonely
Suitor Lodge, or in her home. If you set Ahdarji's Heirloom as your current
quest, a marker will appear that will show you exactly where she is. If it
leads you to her house and it is locked, use the wait feature to pass an hour.
Continue doing this until it is unlocked. When it is unlocked it means that
she is home, so enter and locate her in the house. Once you have found her,
speak with her and select Thieves Guild special jobs from the option list. You
will need 300 fenced gold for her to trust you and give you a job. If you
don't have enough, hit another store and sell your stolen goods to a fence
until you have reached your goal. Once you have sold enough stolen goods, head
back to Bravil and get a job from S'krivva.
S'Krivva wants you to retrieve a ring that belongs to the widow Ahdarji who
lives in Leyawiin. Fast travel to Leyawiin and speak with one of the beggars
on the streets. Select the Ahdarji option from the list. You may need to pay
a small bit of gold for the information. The beggar tells you that you can
either find Ahdarji in her home or in the Three Sister's Inn. I found her in
the Three Sister's Inn at around 8 pm game time, she is either there or in her
home. If the do her house is locked and she is not at the inn, use the wait
feature and pass an hour by until the door is unlocked. Once you have located
her, approach her and ask about her ring. She will tell you that an Argonian
has stolen her ring and she wants you to get it back. When she is finished,
head back outside and locate another beggar on the street. Ask them about
Amusei, again you may have to pay a small amount of gold coins to get the
information.
The beggar tells you that Amusei was thrown into prison. Great, but he also
tells you that the jailor's at Leyawiin castle can be bribed to allow people
to see prisoners in the cells. Fast travel to Leyawiin castle. Once inside,
keep on heading straight until you reach an intersection of doors. Go through
the open doorway to your right and continue heading straight until you enter
the Leyawiin Castle dungeon. Head down the stairs and locate the castle
jailor. Speak with him and ask about Amusei. When he refuses you entrance,
select the "Not even for 20 gold coins?" option and he will let you speak with
him. Locate Amusei and speak with him. Select the "Ahdarji's Ring" option. He
refuses to tell you about the ring. Select the "What if I give you a lockpi-
ck?" option. Long story short, the Countess Alessia of Leyawiin has the ring
now, you need to get inside the castle and steal it. Great...
Before heading to the castle, locate Ahdarji and speak with her. Ask about
the ring and she will give you some tell you about the ring and its purpose.
Because of this, she ups the reward of gold coins. Locate another beggar
on the street and ask about "Recovered Caro family ring" and he/she will tell
you that the countess' handmaiden Hlidara Mothril would be able to tell you
about her schedule. They will also mention a hidden torture chamber that can
be found within the castle. Hlidara eats dinner with the count, countess and
some other important people around 8 pm.
Use the wait feature to turn to this time if it isn't that time already. Fast
travel to the Leyawiin castle. Hlidara won't tell you anything unless she has
a good disposition towards you, you can raise her disposition towards you by
either playing the persuasion mini-game or bribing her. Let me save you the
trouble, the secret passage is located in the basement. The count and countess
retire around 11 pm. The door to the basement is located in the upper right
corner of the throne room. Make sure that no one sees you enter. Before head-
ing into the basement, advance the time to around 11 pm using the wait feat-
ure, since you can't advance the time while trespassing. Once in the basement,
head straight. There is a lever in the broken barrel, flip it to open up a
secret passage. Go through and follow the path until you reach the secret
room. Pick the lock to enter.
This is the hidden torture chamber that the beggar was speaking of. Move
through this room and exit through the door on the opposite side. Move through
this passage and flip another lever. Enter the Lord's Manor Private Quarters.
Flip another lever and you will find yourself in a room with a locked wooden
door. I suggest saving the game at this point. You should be in sneak mode
already, but if you aren't go into it. Crouch to the left of the door and
pick the lock. There may be a guard here, but he shouldn't see you. You may
be able to hear some people talking, go into the third person viewpoint by
pressing down on the right control stick so you can see better. The count and
countess are accompanied by the hand maiden and a guard. Once you see the hand
maiden head off, and the guard too, move from your cover and approach the door
to the left of the room. Pick the lock of the wooden door, you are now in
their bedroom.
Alessia's jewelry box is located to the right of the bed. Very cautiously make
your way towards the jewelry box. Keep in mind that the guard hasn't left
completely, he is still patrolling the hall outside, so be careful that he
doesn't see you through the open door. Approach the box and click on it, it's
locked. Use a lockpick to pick the lock. Once you have managed to open it,
take Ahdarji's ring, and anything else, from the box. Be careful, if there are
two rings in the box DO NOT TAKE A SECOND RING!!! I have heard of a glitch
that can prevent you from advancing in the thieves guild if you do, apparently
Ahdarji won't acknowledge that you have the ring if you take two. I do not
know of a way to fix this, so just don't take the second one if it is there.
When you have the ring, very cautiously make your way out of the bedroom.
Remember that there is a guard in here... So don't just walk out of the room.
When you have made it out of the Lord's manor private quarters, head back down
this path and out of the basement. Leave the castle and locate Ahdarji.
Ahdarji's was open at around 8 pm, so advance the time to this and go to her
house. When you have located Ahdarji, tell her that you have her ring. She
will thank you and reward you with some gold. Now all you need to do is report
back to S'krivva in Bravil and tell her that you have succeeded.
[Thieves Guild, Prowler achieved!]
==============================================================================
...Misdirection - (TG06)......................................................
==============================================================================
You need a minimum of 300 gold earned from selling stolen goods to begin this
quest. When you have reached your goal, speak to S'krivva and select the
"Thieves Guild special jobs" option from the list. Hieronymus Lex has pulled
guards from all over the Imperial City to lockdown the Waterfront District.
He will not leave until someone tells him the location of the Gray Fox.
You need to get him out of there. S'krivva tells you to locate Methredhel in
the Imperial City, she has a plan. Fast travel to the Imperial City and speak
with any of the beggars on the street. Select the Methredhel option from the
list. You may need to pay a small sum of gold coins to get the information.
The beggar tells you where Methredhel is hiding. She is hiding in Dynari
Amnis' house in the Talos Plaza District. When you have located this house,
enter and speak with Methredhel who waits inside. Select "Waterfront
Invasion" from the list of options. Methredhel will explain her plan to you.
You need to travel to the Arcane University in the Imperial City, you have to
steal Hrormir's staff from the Archmage's room. You are given a note from Gray
fox that you must leave in his nightstand. When you are ready, fast travel to
the Arcane University. Enter the Arch-mage's lobby straight ahead. Raminus
Polus goes to sleep at around one in the morning. Make sure that he isn't in
the lobby before you go through the portal to the Arch-mage's Tower Council
Chambers. Raminus may be gone, but Irlav Jarol the moron is still on patrol.
Really, he's a moron, he doesn't do much to stand in your way. Try to sneak
past him, but if he sees you the most he will do is get angry at you. Just go
through the portal either way. You have to move fast in here, you do not want
Irlav Jarol to catch you stealing the staff. Move forward and grab the staff
from the desk. Then move over to the nightstand located to the left of the bed
and click on it. Now you need to get the staff back the Methredhel. Head back
through the portal, back into the lobby, and out of the university.
Fast travel back to the Talos Plaza District and head to Dynari Amnis' house.
Speak to Methredhel and select "Hrormir's Icestaff" from the list of options.
Now head outside and fast travel to the waterfront District. Methredhel now
wants you to find and spy on Lex. You can find him in the middle of the
area of houses for the poor. Attempt to approach Lex and watch the event that
happens. A Dremora appears and delivers a note to Lex, he is forced to send
all of his men back to their posts. Return to Methredhel and inform by choosing
"Hieronymus Lex" from the option list.
She wants you to return the Icestaff to the Arcane University. She tells you
that it would be way to dangerous to return it directly to them, so you need
to drop it off in Ontus Vanin's home. His house is located in the Talos Plaza
District as well. It is locked, so make sure that nobody sees you use your
lockpick. When you are in his house, head up the stairs and enter his bedroom.
Drop off the staff in the chest in this room. That's it, go see S'krivva to
collect your reward. You can now use Luciana Galena in Bravil as your fence.
[Thieves Guild, Cat Burglar achieved!]
==============================================================================
...Lost Histories - (TG07)....................................................
==============================================================================
You need to fence over 400 gold worth of stolen goods to be able to begin this
quest. Once you have reached your goal, head to Bravil and speak with S'krivva.
For your next mission, you need to retrieve a book called "Lost Histories of
Tamriel." A thief named Theranis had been sent to find it, but he hasn't been
heard from since. You need to find Theranis first, fast travel to Skingrad to
start with. Locate a beggar on the street and approach them. Select the
Theranis option from the list. You may need to pay a small amount of gold to
get the information. The beggar will tell you how Theranis got arrested and
taken to the Skingrad dungeon. Fast travel to the castle and enter the
courtyard. Move up the first set of stairs that you see and follow the walkway
to the end. Enter the dungeon.
Head up and down the stairs to your right, talk to the Skingrad dungeon jailor
and offer to give him 50 gold coins to open the door. He will refuse and
threaten to throw you in prison. Now speak with him again and select the "Work
in Castle Skingrad" option. He will tell you that the butler Shum Gro-Yarug is
looking to hire. If you speak with him again and ask about Shum Gro-Yarug, he
will tell you that he leaves the castle around midday. He goes to the West
Weald Inn at ten in the morning, and the Colovian Trader at noon. Head back to
the city and wait in front of the West Weald Inn. If you have Lost Histories
as an active quest, the little cursor on the map will tell you where Shum is
currently. If it isn't ten in the morning, use the wait feature and make it
that time. Shum is an Orc, when you see him speak with him and select "Work
in Castle Skingrad" and he will give you a job. The pay isn't great, but hey,
that's not the point.
Go back to Castle Skingrad, into the courtyard, the dungeon and speak with the
jailor. Select the "Open the door, I'm the slop drudge" option. After some
complaining, the guard will get up and open the door for you. Once inside,
speak with the man known as Larthjar the Laggard in the first cell you see.
Agree to free him and select the "Theranis" option. He tells you that Theranis
was taken out of his cell along with an Argonian who put up a fight and was
bleeding a lot... If you haven't figured it out already, follow the blood
stains on the floor to the end of the prison cell block. Hit the strange
candle at the right end of the wall and a secret passage will open up for
you. Follow the path and eventually you will come to the wine cellar. Make
your way to the room with the three large barrels. move to the top right of
this room and look up to your left to see another strange castle on a pillar
smeared with blood. Activate it and the barrel in the middle will open,
revealing another passage. This castle is just full of surprises.
Cautiously go down this tunnel, you will eventually see a woman standing in
the distance. This is the Pale Lady that Larthjar was speaking of. She is
hostile, so if you are using a bow get a sneak attack in, don't wait for her
to start attacking. When you have killed her, search her body and take the
keys from her. Enter the room and look to your left, Theranis' dead body lay
on the floor. To the right is a cage with Amusei in it, speak with him and ask
about Theranis. He will tell you that Theranis gave him a message about the
Lost Histories of Tamriel, but he will only deliver the message if you free
him and get him out of Castle Skingrad.
Agree to this and open the cage. You should have picked up the key off of
the Pale Lady's corpse, if you did you won't need to pick the lock to open
the cage. Head through the passage to the left and exit out to the dining
hall. Cautiously move to the right, through the open doorways until and you
reach the door leading out to the courtyard. Once in the courtyard, head down
the steps and go through the door right in front of you. Now you are out of
the castle, head across the bridge and continue going until you get a notific-
ation saying that you escaped the castle.
Amusei will tell you that the Lost Histories of Tamriel can be found under
a bush behind Nerastarel's house. When he departs, fast travel back to the
city of Skingrad and locate Nerastarels house. Go behind the house and look
next to the bush behind it. Pick up the book and bring it back to S'Krivva,
she will give you a nice amount of gold coins for completing this task.
==============================================================================
...Taking Care of Lex - (TG08)................................................
==============================================================================
You need to fence over 500 gold worth of stolen goods to be able to begin this
quest. Once you have reached your goal, head to Bravil and speak with S'krivva.
This time you need to get rid of Hieronymus Lex once and for all. No, you
don't have to kill him, you just need to send him away. Countess Umbranox of
Anvil is currently looking for Captain of the Guard. You need to steal the
letter of recommendation that was sent to the Imperial Watch guard and create
a forgery that recommends Lex and deliver it to the countess personally. You
first need to go to Castle Anvil to find the letter. The letter is hidden
away in steward Dairihill's desk. Go to Anvil and find any beggar on the
street. Talk to him/her and ask about Dairihill's Office. He can't tell you
where it is, but he does tell you to see the blacksmith.
Go to Anvil Castle and locate Orrin. He is the blacksmith, he is either in his
smith area or eating dinner. When you find him, speak to him and he will show
you a secret passage that leads to the private quarters. This makes it easier
to get past the guards without being seen. Before going through the passage,
make sure that it is at least nine pm. This is because Dairihill has dinner
with the Countess from eight to eleven, so she won't be there when you bust
into her office. When it is time, go through the secret passage and enter the
private quarters. Use the left moveable pillar and through the locked door to
your left. Approach the desk ahead of you and take the List of Candidates.
Leave the office and go back through the secret passage. Exit the castle and
find another beggar to speak with on the streets.
Once you have found a beggar, ask them about the Master Forger. For a small
fee, they will tell you about the Stranger who lives in Anvil. The Stranger
is only in his house in the afternoon and at night. Go to the abandoned house
and speak with him when he is there. He will forge you a letter, but it will
take one whole day and you will have to cough up 500 gold. Don't worry, you
will be paid by S'krivva for your expenses. Use the wait system to wait 24
hours. When you are done, speak to the stranger and ask about the letter.
He will give it to you and collect his pay. Now you need to seal it using the
official seal of the Legion Commander. Fast travel to the Imperial City Prison
area. Go into the office that is marked on your map. Make sure that nobody
sees you enter. Move cautiously through this room towards the table to the
right, the stamp is on this table.
Now head to Anvil Castle. Wait until the Countess Millona Umbranox is in the
main throne room to speak with her. Select New Guard Captain from the list of
options and she will make Lex the new captain. Report back to S'krivva, select
Hieronymus Lex reassigned from the list of options. She will reward you with
1000 gold coins. You can now use Orrin of Castle Anvil as a fence.
[Thieves Guild, Shadowfoot achieved!]
==============================================================================
...Turning a Blind Eye - (TG09)................................................
==============================================================================
You need to fence over 600 gold worth of stolen goods to be able to begin this
quest. Say good bye to S'krivva, you are now taking quests from the Gray Fox
himself! When you are ready, head to the Imperial City Waterfront District.
Use the wait feature and wait for any amount of time. If you are contacted
during this time, you will be pulled out of the wait process. Methredhel will
contact you, she has a message from Gray Fox. You are to meet him in Bruma,
he is hiding in Helvius Cecia's house in Bruma.
Fast travel to Bruma and find Helvius' house. When you have located it, head
inside, go down the stairs in front of you and you will see the Gray Fox
seated in a chair. Speak with him and he will tell you about your next job.
You're next task is to retrieve Savilla's Stone from a monastery known as the
Temple of the Ancestor Moths. It is located in the mountains, north of Chey-
dinhal, in the farthest corner of Cyrodiil. For this particular quest, the
bloodprice is not in effect. You can kill the human guardians of the stone if
you are attacked by them.
The closest place to the monastery is Cheydinhal, unless you have discovered a
dungeon close to it. When you are ready, fast travel to Cheydinhal. While the
Temple of the Ancestor Moths is marked on your map, you cannot fast travel to
it until you have visited it. Fast travel to the Black Waterside Stables. I
suggest stealing one of the black horses in this stable, they are very fast
and will reduce the length of this journey significantly. When you have
finally reached your destination, you will need to find a monk that can give
you information about Savilla's Stone. I was only able to find one monk that
would actually reveal information about the stone, and that was Brother
Holger. Either play the persuasion mini-game or bribe him to up his disposit-
ion towards you. When it is in the 70-90 range, ask him about Savilla's Stone.
He will tell you that it is guarded by the blind monks in the catacombs. After
select the "Where are the Catacombs?" option and he will lead you there.
Follow the monk into the Ancestor Moth Crypt, he will lead you to the entrance
of the Catacombs.
When you are in the catacombs, head straight and go through the door to your
left. You can kill people, but if you don't want to you will have to be
careful in this room, as there are probably one or more monks in the area.
Go through the wooden door and turn right as soon as you can. Follow this
tunnel straight until you reach a right turn. Head straight and follow this
path down to the door that leads to the Catacombs. In this area, head straight
turn right when you can, open the door. Move through this room and open the
door that leads to the Caverns of the Moth. Watch out for the trap near the
entrance. Follow the path all the way until you come to a split, then take
the path to your left. Follow this path until you reach a room. Do not step on
or near the blocks on the floor, you will take damage if you do. Exit this
room and follow the path and go straight at the split.
Jump over the trip wire and over the logs, you may want to knock them down so
you don't accidentally hit them on your way down. Follow the path and at the
split take the path to your right. Open the locked door that leads to the
Shrine of the Moth. If you are using a bow, take out the monk that is standing
ahead. If not, you can't really sneak up on him because the sentry jewel in
the middle of the platform will spot you. It will shoot projectiles at you, so
you need to be quick. The stone sitting on the right side of the platform, run
down and grab it. Now head back all the way until you are outside. Return to
Gray Fox who is waiting in Bruma. When you speak with him tell him that you
have Savilla's stone. You will gold coins as a reward.
==============================================================================
...Arrow of Extrication - (TG10)..............................................
==============================================================================
You need to fence over 700 gold worth of stolen goods to be able to begin this
quest. When you are ready, head to the Imperial City's Waterfront District.
Use the wait feature and wait for any amount of time. If you are contacted
during this time, you will be pulled out of the wait process. Amusei will
contact you this time, he has a message from Gray Fox. You are to meet him in
Chorrol, he is hiding in Malintus' Ancrus house in Chorrol. Fast travel to
Chorrol and locate the Gray Fox. Speak with him and he will tell you your next
task. For this quest, you must retrieve the Arrow of Extrication from Fathis
Aren. You must begin your search in Bravil, so fast travel there. Locate any
beggar on the street. You may have to pay a small sum of money to get the
information. The beggar will tell you that Fathis Aren has claimed a ruined
tower southeast o the city for himself. The door is impenetrable, but he uses
a secret passage within the castle to get there.
Fast travel to castle Bravil and step inside. Go up the stairs, there may be
two guards standing by the door at the top of the stairs. They should leave
eventually, it was about 2pm by the time the left for me. When they walk away
from the door, go into sneak mode and attempt to unlock the door. Only try to
unlock it if the sneak icon is faded, if it is bright and solid you can be
seen. When you have managed to pick the lock, head straight and take the
passage to your left. Go straight and unlock the wooden door. You are now in
Fathis Aren's room. Step into the room and unlock and search both of the
chests to the right of the room. The Arrow of Extrication is not in any of
the chests. Go towards the pillars on the side of the room opposite of the
door that you used to enter. Activate the moveable pillar to the right. Step
through the secret passage and unlock the door ahead that leads to the Bravil
Wizard's Grotto.
While moving through this area, be careful of enemies. Head straight, there
may be an enemy near here. Unlock the gate ahead and head down into the water.
Beware of the mud crabs... Step into the pool of water. Face the wall to your
left, there is an underwater tunnel that leads passed a locked door that needs
a key. Swim underwater, passed the crack in the floor, don't go too deep. Look
for a tunnel in the wall, swim through it. Head up the steps and turn right,
open the gate. Follow the path down and turn left at the first chance you get.
Now just follow this path all the way to the end. Exit at the locked door
that leads to Bravil Wizard's Lair.
Once you are through, go straight while ignoring the old wooden door. Follow
the path and head right when you enter the large area. Be cautious of the few
conjurers that are in this area. Exit this room into the next and clear it out
if there are enemies. Head up the set of stairs and at the top you will find a
locked door leading to Fathis Aren's tower. I suggest saving before you head
through, this next area is likely crawling with enemies who would like nothing
more but to kill you.
First and foremost, deal with the enemies that are swarming you. Depending
on your level, different types of enemies will be here. Don't worry about the
Arrow just yet, because Fathis Aren is also here. If you are using a bow,
hopefully you have a bunch of arrows. Head all the way to the top of the tower
and jump across to the other side. You can just sit up here and pick off the
enemies down below. Just be careful of their projectile attacks. If you are
not using a bow, just try not to take on too many enemies at a time. If you
are getting overwhelmed, you can back up out of this area back into the last
area and take them on as they come through the door.
If you are a member of the Mages Guild while attempting this mission, DO NOT
ATTACK FATHIS AREN! He will not attack you, and killing him will get you
effectively booted from the guild. Only take the arrow from his chest, do not
steal anything else as stealing from a member of the Mages Guild will also get
you kicked out. When you have killed all of the enemies and Fathis Aren (only
if you are not a member of the Mages Guild when attempting this), it is time
to find the arrow. From the door, turn to your right and climb up the flight
of stairs. When you reach the second level, turn to your right and climb up a
second flight of stairs. Once on the third level, move around the level until
you find an open door.
Go inside and open Fathis Aren's chest to the right of the room. Take the
Arrow of Extraction. If there aren't any enemies close by, you can fast travel
back to Chorrol. If some enemies are close by, kill them and then fast travel.
Report back to the Gray Fox and tell him that you have the Arrow of Extrica-
tion. He will give you 500 gold as a reward for completing this task. You can
now use Fathis Ules as your fence.
[Thieves Guild, Master Thief achieved!]
==============================================================================
...Boots of Springheel Jak - (TG11)...........................................
==============================================================================
You need to fence over 800 gold worth of stolen goods to be able to begin this
quest. When you are ready, head to the Imperial City's Waterfront District.
Use the wait feature and wait for any amount of time. If you are contacted
during this time, you will be pulled out of the wait process. Amusei will
contact you, he has a message from Gray Fox. You are to meet him in Chorrol,
he is hiding in Ganrendel's house in Cheydinhal. Fast travel to Cheydinhal and
locate the Gray Fox. Speak with him and he will tell you your next task. For
this quest, you must locate and retrieve the Boots of Springheel Jak. You
first need to find where Springheel Jak has been buried because he is rumored
to have been buried wearing those boots. To start, you need to locate a
descendent of Springheel Jak named Jakben, Earl of Imbel.
Fast travel to the Imperial City and locate a beggar on the street. Speak to
them and select the "Finding Jakben, Earl of Imbel" option. For a small amount
of gold coins, the beggar will tell you that Jakben's house is located in the
Imperial City's Talos Plaza District. Go to the Talos Plaza District and
locate Jakben Imbel's house. He goes out at night, so you will only find him
inside during the day. It was around 9 am when I attempted this. Make sure
that you cannot be seen when you are picking the lock to his house. Only pick
the lock if the sneak icon is faded. If it is bright and solid, do not try to
enter his house.
Once inside, move up to Jakben Imbel's Private Quarters. He should be around
here, if he is he will cower when he sees you. Speak with him and ask about
Springheel Jak's tomb. He will give you the key to the Catacombs that are in
his basement. If his servant is there, he will just yell at you and tell you
to get out. Just move fast and he won't do anything. Head back downstairs once
you have the Imbel Family Crypt key and go into the basement. Once in the
basement, unlock the wooden door and use the key to open the wood door to the
Catacombs.
There are quite a few vampire enemies in the catacombs. If you are hit by one,
it is likely that you will contract Porphyric Hemophilia, also known as the
"Vampire Disease." If you have this disease for three days, you will turn into
a vampire. If you don't want to become a vampire, drink a cure disease potion
or visit a shrine. Ok, back to the catacombs. Be careful of the vampires, take
them out by sneaking if you have a bow. The way to Springheel Jak's coffin is
very close by the entrance. Just go straight, through the door, left, and then
take a right. Go straight and open the locked door. Open the coffin and you
will discover that the boots are not in it.
Grab Jak's diary and read it. You will discover that Jak is actually a
vampire, and not dead at all. In fact, Jakben is not a descendent of Jak, but
Jak himself. He will either run in and start attacking you as soon as you have
finished reading the diary, or he won't appear. If he doesn't appear right
away, use the wait feature to pass some time. He should appear after you have
waited. If you can't wait, go through the catacombs and kill all of the
enemies until you can. When he appears, kill him... And then search his body
and you will find the boots on him. Leave the catacombs and return to Gray Fox
in Cheydinhal with the boots. Tell him that you have retrieved the boots and
he will reward you for completing the task.
==============================================================================
...The Ultimate Heist - (TG12)................................................
==============================================================================
You need to fence over 1000 gold worth of stolen goods to be able to begin
this quest. When you are ready, head to the Imperial City's Waterfront
District. Use the wait feature and wait for any amount of time. If you are
contacted during this time, you will be pulled out of the wait process. Amusei
will contact you, he has a message from Gray Fox. You are to meet him in the
Imperial City, is hiding in Orthelo's house in the Elven Gardens District.
Fast travel to the Imperial City and locate the Gray Fox. Speak with him and
he will tell you your next task. This is it, the final heist. This is the
ultimate heist, your task is to steal one of the Elder Scrolls. Now, before
you begin this quest make sure that you are prepared, because it is a long
one. Once again, there is no blood price rule for this heist. Gray Fox has
a plan and he has given you a written copy for reference. You are given the
Boots of Springheel Jak and the Arrow of Extrication for this quest.
According to Gray Fox, you will need to use them. Make sure that you also
have a bow with you, you need it to fire the arrow when the time comes.
The first step is to infiltrate the Imperial Palace and activate the Glass
of Time. Fast travel to the Imperial Palace and enter the Elder Council
chambers. When you enter, turn to the left and move in this direction until
you reach the wooden door to the Palace Basement. As always, do not open the
door if the sneak icon is bright and solid. When it fades, pick the lock and
step inside. There is a palace guard patrolling this area, so be cautious when
moving through. Move through the middle of the room, and approach the Glass of
Time. Activate it and then head back and exit the room. Be careful of the
guard on your way out. The door to the Old Way in the Imperial sewers is now
open, you need to go there next. Exit the Elder Council chambers and fast
travel to the Imperial City's Arboretum. Move to the right until you reach
a grate that leads to the South East Tunnel. Take the grate down to the
tunnel.
Move down until you reach an area with a gate, you need to find a wheel that
you can turn to open it, there are several of these in this area. Turn to your
left and drop down into the water below. Move through the tunnel and follow
the path up until you reach the door that leads underneath the Bloodworks. Go
through the room to the right, be careful because there are a lot of vampires
in here. Head through the room to the right, go up into a new room. Go up
again until you are in a room with water and some bridges. Before you can get
into this room, you will need to spin a wheel that is found in a room above to
unlock the gate. When you are in the room, jump over to the other side and go
into the small room. There is a wheel here, spin it and it will open the gate
on the level under the bridges. It is located on the west side of this room,
jump down into the water and move through the tunnel. Find the tunnel that
leads to the manhole cover to the Palace Sewers.
Now you need to locate the entrance to the Old Way. When you are in the Palace
sewers, head straight and open the gate in front of you. As always, be
cautious as it is likely that there are enemies around here. Go up through the
room and exit into the round room from the exit to the left of this room. Move
across the platform and into the second round room. Exit this room to the
right. Search this room until you find the strange door leading to the Old
Way. Go straight ahead and continue heading this way until you reach a large
room with many pillars. Jump down to the lower level and move to the right.
You will reach two doors, both leading to more of the Old Way. Take the one
that is locked. I really hope that you have some sort of silver or magic
weapon, because depending on your level you may run into a ghost... In this
room, head down the stairs and move through the room. You will eventually find
hole in the wall that leads to a large tunnel. Go through this tunnel and at
the end you will find a hole that leads to a lower level. Jump down and go
through the tunnel leading to the door that takes you to the Lost Catacombs.
If your level is high enough, you will probably encounter a lot of ghosts,
so be careful.
Make your way through the Lost Catacombs and eventually you will reach a giant
open room. Jump down to the lower level and look to your left, you should see
some stairs and a large block. You will need to equip the Boots of Springheel
Jak to be able to jump high enough to get up there. When you are up on that
level, hit the pressure block that is on the wall to your left. Move over to
the opposite side and hit the other pressure block. Jump back down and go
through the door at the end of this room which leads to the Hall of Epochs.
Move forward until you reach a room with four Welkynd Stones. You can jump up
and take them. Exit this room and you will find yourself in a large, open
area. Move forward and you will eventually encounter the keyhole pillar.
You need to stand in a certain spot and fire the Arrow of Extrication directly
at the keyhole that is revealed to you when you stand on the spot. Look on
your map and go to the south side of this room. You will find a moveable wall.
Approach the locked gate behind the wall and go through it. Hit the push block
to the left as you enter the room. Jump down to the lower level and go find
a door that leads to another area of the Halls of Epoch.
When in this room, head straight and turn to the left when you can. You will
find yourself in a large room. Go to the right of the room and head up until
you reach a passage. You will come to another room, turn to the left as soon
as you enter and hug the wall. Go down the stairs and move to the end of this
room. There is probably a ghost or some kind of undead creature standing in
front of the second push block. When they have been dealt with, hit the block
and head back to the previous area, where the keyhole pillar is. You will see
that the wall has been moved, some creatures are standing where it used to be.
Take care of them and then move into the place that was blocked previously.
Move onto the spot and stand on the pressure plate. I suggest that you save
the game at this point, as you may miss the spot when you fire the arrow. When
you are ready, activate the pressure plate and equip the Arrow of Extrication.
If you don't have a bow, I am sure you can find one from one of the skeleton
warrior enemies. When you stand on the pressure plate, the statue will spin
around. You need to fire the arrow and hit the glowing blue spot. Aim towards
the sword and fire the arrow, it should hit right on.
You've probably noticed those two statues next to the pillar already. They
will come to life if you try to approach the entrance to the Imperial Guard
quarters. You can either try to sneak by them, or fight them. They are pretty
tough, so I suggest trying to sneak by them first. If that fails, well then
you will just have to fight them. You must get rid of them if they see you,
if you just run past them the guards in the next room will be alerted to your
presence. Once they have been dealt with, go down and enter the Imperial Guard
quarters. There will probably be some guards in this room sleeping. You should
be in sneak mode already, move through this room and open the door. When you
exit this next room, you will find yourself in the hallway. Turn to your left
and follow this path to the end. Be careful, as there is a guard patrolling
this hallway. At the end, you will find a door that leads to the Elder Scrolls
library. There is another guard patrolling this hallway. You can hide in the
small indents in the wall around the hall, wait for him to pass by before
moving towards the library door located at the end of the hall. You will find
the wooden door to the Elder Scrolls Library. It is locked, so you will need
to use a lockpick.
Move around this hall until you reach another door that leads into the actual
Elder Scrolls Library. Pick the lock and step inside. Descend the giant
staircase in front of you when you first enter the room. Slowly descend, as
the monks will know it is you if you just rush down. When you have reached the
bottom, sit in the reading chair. Sit and wait for them to bring you the
scroll. Click on the scroll and press the X button to take it. You've done
it! Now all you need to do is get out of here and report back to Gray Fox.
Try your best to sneak back up, the monks will realize who you are and begin
to attack. If you can't sneak by, well some blood will need to be spilled.
Exit the library and head to the left. Be careful of the guard who is still
patrolling this hallway. Enter the Moth Priest's Quarters. Move through here
cautiously, as there are several blind monks who can still hear you. When you
reach the end of the hallway you will find yourself in the Imperial Battle-
mages chambers. Silently move through this hall until you can step into the
room in the middle.
Move towards the fireplace and you will find a loose grate leading to the old
way. Make sure that you have the Boots of Springheel Jak equipped to you
before going through. If you wish, you can save your game here if you think you
may be able to survive the fall. Make sure that you are at full health before
you attempt this. If you can survive the fall, you will be able to keep the
Boots of Springheel Jak! Open the grate, you will find yourself falling, when
you hit the ground the boots will be destroyed. All you have to do is find your
way out of here, go through the door leading to the palace sewers. Follow the
cursor on the map, it will lead you back beneath the Bloodworks. Move through
this area and make your way to the Market sewers. You will be able to leave
the sewers by going through The Best Defense basement. Pick the lock and climb
up the ladder. Get out of the basement and exit the store. You've made it!
Now you need to return to Gray Fox and tell him that you have the scroll. He
will give you a ring to bring to the Countess in Anvil. Fast travel to Anvil
and give her the ring. If she isn't there, use the wait feature and speed up
to the afternoon, she should be sitting on her throne. All that is left to do
now is sit back and watch the final event, I won't spoil anything, just watch.
Congratulations, you have just completed the thieves guild quest line!
[Thieves Guild, Guildmaster achieved!]
------------------------------------------------------------------------------
- Dark Brotherhood Quests - [W05]
------------------------------------------------------------------------------
A Knife in the Dark........................................(DB01)
A Watery Grave.............................................(DB02)
Accidents Happen...........................................(DB03)
Scheduled for Execution....................................(DB04)
The Assassinated Man.......................................(DB05)
The Lonely Wanderer........................................(DB06)
Bad Medicine...............................................(DB07)
Whodunit?..................................................(DB08)
Permanent Retirement.......................................(DB09)
Of Secret and Shadow.......................................(DB10)
The Purification...........................................(DB11)
Affairs of a Wizard........................................(DB12)
Next of Kin................................................(DB13)
Broken Vows................................................(DB14)
Final Justice..............................................(DB15)
A Matter of Honor..........................................(DB16)
The Coldest Sleep..........................................(DB17)
A Kiss Before Dying........................................(DB18)
Following a Lead...........................................(DB19)
Honor Thy Mother...........................................(DB20)
Whispers of Death..........................................(DB21)
The Dark Brotherhood, much like the Thieves Guild, is a secret society. They
are a notorious group, but they don't make their presence known to everyone.
The Dark Brotherhood is essentially an Assassins Guild. Before you can join
however, you will have to do something to get their attention. What better
way to get a group of assassins' attention than murdering an innocent, hapless
civilian? That's exactly what you have to do. Once you have done this, you
will be told that your killing has been observed. Next time you sleep in any
type of bed after receiving this message, you will be awoken by a mysterious
figure...
==============================================================================
...A Knife in the Dark - (DB01)...............................................
==============================================================================
After you have murdered someone and received the "Your killing has been
observed by forces unknown" message, find any bed and go to sleep. When you
awaken, you will find a man dressed in a black robe standing over your bed.
Creepy. Work your way through his dialogue tree, whichever way you go about
it, you will unavoidably be given the task of traveling to the Inn of Ill Omen
where you must kill a man named Rufio. Before he leaves, Lucien Lachance gives
you the "Blade of Woe," it is considered a quest item, so it cannot be removed
from your inventory until you complete the Dark Brotherhood quest line. After
Lucien is finished speaking, he will leave you alone to contemplate his
proposition.
The Inn of Ill Omen is located along the road south of the Imperial City. It
has been marked on your map. When you are ready, travel to the Inn of Ill Omen
and step inside. Speak to Manheim Maulhand, the innkeeper, and ask about the
man named Rufio who you've been sent to kill. He points you towards the inn's
private quarters, Rufio is currently staying there. Go through the trap door
leading to the inn's private quarters, it is just to the left of the counter
if you are facing the innkeeper. Now, make sure that you are in sneak mode
while approaching Rufio's room, activate sneak mode by pressing down on the
Left Thumbstick. Rufio's room is at the end of the hall, quietly approach the
door and step inside. Rufio should be in his bed sleeping, quietly move
towards him and attack, once strike should do it.
The next time you sleep in a secure location, you will once again be visited
by Lucien when you awake. He tells you to locate the abandoned house in the
city of Cheydinhal, go into the basement and attempt to open the black door.
Once inside, you are to speak to someone named Ocheeva. Find the abandoned
house that Lucien was speaking of in Cheydinhal, step inside and proceed to
the basement area. Approach the door to the sanctuary and attempt to open it,
answer the question with the only option you have. Once inside the sanctuary,
locate the Argonian woman Ocheeva, she initiate a conversation with you.
Ocheeva welcomes you to the family and gives you the Shrouded armor and hood.
This is great armor for stealth characters, and you will benefit from it
greatly when used in conjunction with the Brotherhood quests.
A quest called "Welcome to the Family" will be added to your current quests.
All you must do is locate Vicente Valtieri and accept a contract from him.
With this quest denoted as your active quest, the active quest marker will be
pointing towards Vicente Valtieri. You can take the time now to converse with
your new brothers and sisters. Lockpicks can be bought from the Khajiit
merchant M'raaj-Dar, you should be able to find him near Vicente's room.
[Murderer, Dark Brotherhood achieved!]
==============================================================================
...A Watery Grave - (DB02)....................................................
==============================================================================
Once you accept this contract from Vicente Valtieri, "Welcome to the Family"
will be completed. For your first contract, you must travel to the Imperial
City's Waterfront District. Once there, you have to gain access to the pirate
ship Marie Elena. When you have made it onboard, you have to kill the captain
Gaston Tussaud and then get out of there because if his crew discovers his
demise, they are sure to retaliate. First things first, travel to the Imperial
City and enter the Waterfront District.
Locate the Marie Elena in the Waterfront. Now, there are a couple of ways that
you can approach this quest. One thing you can do is jump on the ship, the
crew will get angry and try to kill you. Run away from them, the Imperial City
guards will go after them in an attempt to protect you, an innocent civilian
Then, you can just jump onto the ship, open the door to the captain's cabin
and kill him off. It's as simple as that. The other, stealthy way of comple-
ting this quest is to approach the crates by the dock near the ship. When you
approach them, you will receive a prompt, giving you the choice of hiding in
one of these crates. This will allow you to be transported onboard. This is
probably the best way to go, all you really have to do is sneak past the crew
on the lower area of the ship, climb up to the captain's cabin and kill him.
If you choose to hide in the crate, you will be quickly transported to the
ship Marie Elena's hold. Make sure that you are in sneak mode, move straight
towards the ladder leading to the ship's mid deck and climb up. There are some
crew on this level, so make sure that you stay in sneak mode, do not use any
spells to generate light or anything like that. Just concentrate on getting to
the captain's cabin. Make sure the coast is clear before stepping out of this
opening room, open the wooden door located straight down the hall and hide in
this little room. Wait here until you see the two crew members pass by, then
cautiously exit this room and climb up the ladder leading to the captain's
cabin at the end of the mid deck. Once you have gained access to the captain's
cabin, locate Gaston Tussaud and kill him in any fashion. When you have succe-
eded in killing the captain, quickly exit the cabin because you will soon
hear his crew knocking at the door.
If you haven't already dealt with the Dark Elf and the other crew members that
attack you if you step on the ship, they will attack you as you leave the
captain's cabin. You can just run from them, the Imperial City guards will
chase after them and kill them. Run off of the Marie Elena and return to the
Cheydinhal Dark Brotherhood sanctuary. Speak to Vicente and tell him that you
have successfully killed Captain Tussaud, effectively completing the contract.
Vicente will reward you with the ring "Black Band." The quest "Blood of the
Damned" will be added to your current quests after completion of this one.
That quest will be considered complete when you accept another contract from
Vicente.
==============================================================================
...Accidents Happen - (DB03)..................................................
==============================================================================
Your next target is a Wood Elf named Baenlin. He has a house in Bruma, he is
apparently quite worthy, as evident by the presence of his servant. In order
to receive the bonus that Vicente will give you upon completion of this quest,
you must kill Baenlin in the fashion described by Vicente. The murder must
look like an accident, and Baenlin's servant mustn't be killed or you forfeit
the bonus. Vicente basically tells you how to stage the accident; there is a
chair that Baenlin sits in from 8pm to 11pm, above it is a head that is held
to the wall by iron fastenings. On the second floor of Baenlin's house, you
can remove a piece of the wall and enter the crawlspace. In here, you must
wait until Baenlin is seated in his chair, then all you have to do is loosen
the fastenings so the head falls on him, effectively killing him and making
it look like a horrible accident at the same time.
Travel to the city of Bruma and locate Baenlin's house. Do not enter the house
by the front door, instead go around the house and you can open the door
leading down to Baenlin's basement. The best time to enter his house to carry
out the contract is around 9pm. Since Baenlin sits in his chair from 8pm to
11pm, when you enter at this time he will be out of your way, allowing you to
climb up the stairs and enter the crawlspace. Wait until it is around the
aforementioned time, then approach the door to Baenlin's basement while in
sneak mode and pick the lock. Only pick the lock if the eye icon is faded,
this means that you are not being watched. If the icon is bright and solid,
wait in sneak mode by the door until it becomes faded again, then pick the
lock. If you enter the house and your target is not sitting in the chair, once
in the crawlspace, you can use the wait feature to pass the time until it is a
time between 8pm to 11pm.
When you step out of the basement, go up the stairs straight ahead and enter
the room at the top. Open the crawlspace door in here and go inside. Approach
the fastenings and loosen them while your target is sitting in his chair
between 8pm to 11pm. When the deed has been done, very slowly climb back down
the stairs. Gromm, Baenlin's servant, will be standing over his master's dead
body. You must very carefully go down the stairs, enter the basement and exit
the house. If he does see you, he will chase you outside, the guards will
chase after him and kill him, which means you will not receive your bonus.
When you are home free, return to the Dark Brotherhood sanctuary in Cheydinhal
and speak to Vicente. He will give you the dagger "Sufferthorn" if you made
it look like an accident, and he will advance you to the Slayer rank. The "No
Rest for the Wicked" quest will be completed once you accept another contract
from Vicente.
[Slayer, Dark Brotherhood achieved!]
==============================================================================
...Scheduled for Execution - (DB04)...........................................
==============================================================================
Your next target is a Dark Elf named Valen Dreth, who is currently behind
bars in the Imperial Prison. Yeah, that's right, the same place that you broke
out of in the beginning of the game. You'll need to enter the prison by
entering the connecting sewers, which will eventually lead you to the prison.
Once inside the prison, you have to locate the prisoner and kill him. Kind of
ironic isn't it, breaking into prison ha ha... Anyway, you will receive a
bonus after completing the contract if you do not kill any of the prison
guards. First and foremost, you will have to enter the connecting sewer system
that will eventually lead you to the prison interior. You can enter the sewers
by going down a manhole located just outside the prison walls. The manhole is
locked, but Vicente has given you the key. You will need some lockpicks for
this quest, so speak to M'raaj-Dar and buy some before setting out if you
don't have an adequate amount.
With "Scheduled for Execution" as your active quest, the active quest marker
will be pointing towards the entrance that you have to go through to get into
the sewers. Travel to the outskirts of the Imperial City and use the key to
open the gate leading to the sewers. Just follow the arrow on your compass,
the path through the sewers is very straightforward. You will probably encou-
nter small little nuisance enemies along the way, but they can probably be
killed in one strike at this point. You do not have to worry about sneaking
through the sewers, you will not run into any enemies that will hinder your
progress. Once you are out of the sewers and into the sanctum area, you will
need to take the stealth approach, as there are several guards patrolling this
area. Before going into the sanctum, make sure that you are in sneak mode,
that you do not have a torch lit and remember not to use any spells as they
will create light which will give you away.
When you first enter the sanctum, at the end of the initial passage you will
notice that there are two guards standing here talking. Wait until they are
finished with their conversation, then move across the room past the doorway
straight ahead. As soon as you step past the door, quickly turn to your right
and step into the shadows. Follow the path of shadow to the right side of this
room, make sure that you know where the guard patrolling this area is, he
usually stays near the light portions of the room. The moment you step into
light, the guard on the other side of the room is likely to see you. If you
can see the guard, which you should be able to, wait until you see him move
away from the pillar to patrol another part of the area, then quickly move
past the light. Go into third-person mode by pressing down on the Right Thumb-
stick if it helps you keep an eye on him. If he does spot you for a second,
he should quickly forget about you if you moved over it fast enough.
This part can be kind of difficult, if you are safely in the dark corner to
the right of the steps, I suggest making a separate save file of your game
at this point, since you will likely have to try a couple of times. Wait until
you can see that he is not on the other side of the walkway, then very quickly
move around the corner of the wall, jump up onto the walkway and move up the
steps. There is some light shining on this area, but if you move past it at
the right moment, the guard shouldn't have spotted you. Go through the door
leading to the Imperial Subterrane once you have passed that guard. There is
a guard in this area that you really need to be careful of, he has a torch and
if he walks by you, it will light up the area and expose you.
As soon as you are in the subterrane, go straight and turn to your right, hide
in this corner. Wait until you see the guard with the torch, he should appear
and stand near you for a short period, once he steps deeper into the room
quickly move towards the arrow on your compass. You will find yourself in a
small room with a table, don't stay in here too long if the guard is in the
earlier area. He is the only guard in this area, so once you're past the room
with the table, all you need to do is locate the door leading to the Imperial
Prison interior. When you have entered the Imperial Prison area, move through
this area quickly, as there are no guards here. You will find yourself back in
your old cell, don't step all the way inside, because as you are probably
aware, there is a guard outside of your target's cell. That's right, your
target is that Dark Elf who was taunting you at the beginning of the game.
Pay back time! He'll eat those words.
When the guard is finished talking, step into the cell. Be certain that the
guard is out of the area, then exit your cell and approach Dreth. You can
speak to him if you want, but it isn't necessary. Unlock his cell, enter and
kill him. It should be a quick, one hit death if you are using the Sufferthorn
dagger. If you don't have any lockpicks, you can take the key to Dreth's cell
from the table at the end of the block, make sure that you also grab the
prison key, as it will make it easier to get out. After Dreth is dead, all you
need to do is exit the prison and return to the Dark Brotherhood sanctuary.
If you don't have it already, go to the end of the cellblock and snatch the
Imperial Prison key from the table. Just exit the prison from the door down
the hall, which leads out to the Bastion.
Exit the Bastion area and return to the sanctuary. Speak to Vicente, if you
didn't kill any guards during the quest, he will reward you with the "Scales
of Pitiless Justice" for following the satisfying the conditions. The scales
will boost your agility, strength and intelligence by a small amount, while
lowering your personality attribute. The quest "To Serve Sithis" will be
added to your quest list, it will be considered complete as soon as you accept
another contract from Vicente.
==============================================================================
...The Assassinated Man - (DB05)..............................................
==============================================================================
This contract is a little unusual, your task this time is to stage an assassi-
nation, to make it look like the person was killed. Your contract is with a
man named Francois Motierre, he lives in the city of Chorrol and he is targe-
ted by a group of people who he owes money to. This is why you need to stage
an assassination, to make it look like he has been killed, so the enforcer
will stop coming after him. Vicente will provide you with a special blade to
perform the deed with, "Languorwine Blade." You have also been given an
antidote, which you will use to bring Motierre out of his pseudo-dead state
when the time comes.
Travel to Chorrol and locate Francois Motierre's house. Enter his home, he
will initiate a conversation with you. Francois gives you the details, he
tells you an enforcer named Hides-His-Heart is on his way. You must wait until
the Hides-His-Heart is in the room before you "assassinate" Francois, so he
can witness the act. return to his superiors and tell them. For the exact same
reason, Hides-His-Heart cannot die, he needs to be able to report back to his
superiors or they will just send somebody else. After the conversation, just
wait until the enforcer arrives. Make sure that you have the Languorwine Blade
equipped, but keep it sheathed.
You will soon hear Hides-His-Heart knocking at the door, wait until he enters
the house and once he is finished conversing with his target, run up to
Francois and slash him with the Languorwine Blade. Once Francois is "dead,"
the angry enforcer will turn to you. Remember, he must stay alive, so quickly
leave Francois' house, find a gate and leave Chorrol completely. As soon as
you have stepped through a gate and are standing outside of Chorrol, you'll
will receive a notification, telling you what to do next. You will need to
wait 24 hours, so Francois' body can be discovered. He will then be taken to
the Chorrol Chapel Undercroft, at that time you will need to go to the
undercroft, locate Francois and apply the languorwine antidote.
Wait until at least 24 hours have gone by, then enter Chorrol again and locate
the local chapel. Inside the chapel, head down to the undercroft area. Find
Francois and administer the langourwine antidote. Unfortunately, Francois'
ancestors won't let you leave the undercroft so easily. They view his revival
as a desecration of their tomb. You know what that means... Zombies! You must
escort Francois to the Grey Mare tavern, you will need to protect him from his
ancestors. Be careful that you do not accidentally strike him while you are
trying to fight off the zombies because as with any ally that you are given
in this game, he tends to get in the way.
Once the both of you have made it safely out of the chapel undercroft, leave
the chapel and escort Francois to the Grey Mare tavern in Chorrol. Return to
the Dark Brotherhood Sanctuary in Cheydinhal and speak to Vicente. He will
give you the "Cruelty's Heart" amulet for completing the contract and he will
advance your rank to Eliminator. He will also give you the key that will open
the well behind the abandoned house. This allows you to quickly gain access to
the Dark Brotherhood sanctuary. "My Brother's Keeper" will be added to your
quest list, this quest will be completed once you speak to Ocheeva and accept
a contract from her.
[Eliminator, Dark Brotherhood achieved!]
==============================================================================
...The Lonely Wanderer - (DB06)...............................................
==============================================================================
If you speak to Vicente, he explains that he doesn't have any contracts left,
you will now be receiving contracts from Ocheeva. He will also give you an
"opportunity," he offers to bite you, effectively turning you into a vampire.
Being a vampire has its pros and cons, the cons outweigh the pros in my honest
opinion. If you do choose to become a vampire, be aware that there is a way to
turn back to normal, by completing a side quest. The quest "Darkness Eternal"
will be added to your quest list, Vicente's offer stands if you don't accept,
so you don't need to decide right away.
From this point forward, Ocheeva is the one who you will need to speak to if
you want additional contracts. Your next target is a High Elf named Faenlian
who lives in the Imperial City. Ocheeva can't tell you exactly where this
elf Faenlian can be found, she only tells you that he enjoys taking long
walks... not the most useful information. You will receive a bonus upon
completion of the contract if you make it look like a simple murder. This
meaning that there are no witnesses and he is killed in an indoor environment.
Travel to the Imperial City when you are ready, somebody in this city must
know where you can find this Faenlian character. To get this information,
speak to any High Elf in the Imperial City. There aren't too many of them, but
you can start by looking in the Waterfront District for a High Elf named
Areldil. He can usually be found walking along the docks in this District.
Speak to him, or any other High Elf, about Faenlian. If they refuse to give
you any information, attempt to persuade them through the mini-game to raise
their disposition, or simply bribe them. Whomever you ask, they will tell you
that he lives at the Tiber Septim Hotel, which can be found in the Talos Plaza
District. Head to the Tiber Septim Hotel and speak Augusta Calidia at the
counter. Ask Augusta about Faelian, she explains that he's chosen the path of
a lowlife, he is hardly ever home and is heavily addicted to Skooma. Speak to
his wife Atracna, who also resides at the Tiber Septim Hotel, and ask about
her husband. If she doesn't give you the information, you will have to raise
her disposition towards you, either through bribing or by playing the persua-
sion mini-game.
Atracna explains that Faelian is alone every day for several hours at
Lorkmir's house in the Elven Gardens District, where he uses his Skooma.
This is an ideal location to kill Faelian where there will be absolutely no
witnesses, since the house is abandoned. Go to the Elven Gardens District and
find Lorkmir's house. If you enter the house around 11am, you should find
Faelian inside. Search the entire house, if he isn't inside, wait for a little
while. Once you and Faelian are alone in Lorkmir's house, you are free to
carry out the contract. When Faelian is dead, return to the Dark Brotherhood
sanctuary and speak to Ocheeva. If your killing of Faelian was unwitnessed,
Ocheeva will give you the Shadowhunt bow. "Enter the Eliminator" will be
added to your quest list, it will be completed once you accept another
contract from Ocheeva.
==============================================================================
...Bad Medicine - (DB07)......................................................
==============================================================================
Roderick, an old, dying warlord is your next target. Roderick is currently
being held in Fort Sutch, north of Anvil. He is on his death bed, eternally
unconscious. He is being kept alive only through the use of a powerful
medicine. Ocheeva has given you a bottle full of poison, which must be
switched with Roderick's actual medicine, if you want to receive the bonus
after completing the quest. If any of Roderick's mercenaries discover you, or
if you are forced to kill Roderick in any other fashion, you will forfeit the
bonus. You will need lockpicks for this quest, if you do not have an adequate
supply, speak with M'raaj-Dar in the sanctuary and purchase some before you
set out.
Travel to Fort Sutch, find the old wooden door that will lead you inside and
enter. To get the bonus after completing this contract, you must not be
detected by anyone in Sutch. Roderick's medicine is marked on the map by the
green active quest marker, but you need to be very careful as you move through
the fort's interior. Do not go straight ahead when you first enter the fort,
there is a guard patrolling this area. There is a locked gate to your right,
unlock it and follow this tunnel. It will lead you past the gate, to the next
areal. Luckily it is quite dark here, but be careful that you don't acciden-
tally bump into any patrolling mercenaries.
Hug the wall to your right, just follow along the walls until you find an open
doorway. The proceeding area is very dark, utilize the local area map if you
must to see where you're going, unless you have a Nighteye potion or something
similar. Follow your compass to the cabinet containing Roderick's medicine.
Open the cabinet, remove the medicine and replace it with the poison that was
provided by Ocheeva. To put the medicine in the cupboard, first open the
cupboard, then press LT to switch over to your inventory. Roderick's poison
is listed under the Misc item section in your inventory. Once you have]
deposited the poison and have removed the medicine, it is time to leave fort
Sutch. Just take the same path that you took to get here and keep an eye out
for any patrolling mercenaries.
When you have made it out of Fort Sutch, return to the Dark Brotherhood sanc-
tuary and speak to Ocheeva. If you completed the contract in the specified
fashion, Ocheeva will give you the Deceiver's Finery as a bonus. A new quest
"The Night Mother's Child" will be added to your quest list. It will be
completed when you accept another contract from Ocheeva.
==============================================================================
...Whodunit? - (DB08).........................................................
==============================================================================
Your next target is a group of party guests. You travel to the city of
Skingrad, enter the Summitmist Manor and systematically kill off each party
member. You must do this in such a way that no one is ever around to witness
any of the murders, to keep them suspicious. If you satisfy this condition,
Ocheeva will have another bonus for you upon your completion of the contract.
The guests are under the belief that there is a chest hidden in this house
with gold inside, they have all agreed to stay locked inside of the house
until one of them finds the chest. Before you enter the Summitmist Manor in
Skingrad you will be given the key by Fafnir, the doorman.
There are many different ways that you can go about completing this quest.
You can kill off most of the guests just by simply waiting until they are
alone in a bedroom upstairs, then sneaking up on them and killing them. You
can look at your compass, each guest is marked by an active quest marker.
While in the main hall, if one of them turns red, that means that they have
left the area and are in one of the upstairs bedrooms. Make sure that they
are alone in this room, then sneak up on them and kill them. Regardless of
whether it is a sneak attack or not, the guests should die in one strike.
Most of the guests will all eventually enter one of the bedrooms upstairs, so
you can wait up there for awhile until you have killed at least three of them.
They don't seem to mind sleeping in a bedroom where someone was just murdered
seconds ago...
When at least three guests have been killed, you can speak to the nord, Nels
the Naughty. He tells you that he is going to the basement for a drink. Follow
him down and kill him. The last guest, well it doesn't really matter how you
kill them. Just run up to them and slash them, since there isn't anyone around
to witness the act anyway. Once all of the guests are dead, you're free to go.
Leave the mansion and return to the Dark Brotherhood sanctuary. Speak to
Ocheeva, if none of the guests witnessed any of the killings, she will give you
the Night Mother's Blessing as a bonus. This will permanently raise your
Acrobatics, Blade, Marksman, Sneak, and Security skills by two levels. "The
Assassin's Gambit" will be completed once you accept the next contract from
Ocheeva.
==============================================================================
...Permanent Retirement - (DB09)..............................................
==============================================================================
Adamus Phillida of the Imperial Legion is your next target. Phillida is an old
retired Imperial legion officer, who has been giving the Dark Brotherhood some
trouble for quite some time. They have tried to kill him on three different
occasions, but have failed each time. Now it's your turn to take a shot at
him. Ocheeva tells you that in his retirement, he resides near the city of
Leyawiin. You have been given a special arrow, the "Rose of Sithis", for this
task. If this arrow hits Phillida while he is not wearing his armor, he will
be killed instantly. Once he is dead, to receive your bonus you must take his
finger from his corpse and place it in the desk of his successor in the
Imperial City prison District. I'll tell you now, unless you are incredibly
partial towards receiving an additional 500 gold coins for completing this
contract, it isn't really worth it to go through the trouble of this optional
part.
You can kill Phillida basically any way you want, but if you do it in a public
place, you are likely to have a sizable bounty put on you. You have been given
a special arrow, the Rose of Sithis, so why not use it? You will need to wait
for the ideal time to use this arrow, and that is at a time when Phillida is
not wearing his Imperial Legion armor. There is indeed a point in Phillida's
schedule when he takes of his armor. At around 4pm, Phillida will enter the
city of Leyawiin with his body guard, he will remove his armor and take a
swim in a small body of water in the city. Of course, it would be much easier
if his body guard wasn't present, but you can still manage to take the old man
out without being noticed.
Make sure that you have "Permanent Retirement" set as you active quest, this
way the quest marker will be pointing towards your target. When Adamus and his
body guard travel to the city so he can take a swim, follow them. Once he
of his armor and steps into the water, this is your window of opportunity.
His body guard keeps an eye on Adamus intently, but as was mentioned earlier,
you can still kill him without being noticed. You can keep out of the guard's
view by hiding behind Ahdarji's house, just west of the small body of water.
Equip your bow and the Rose of Sithis, be sure that you are in sneak mode,
that the sneak icon is faint, take aim and fire. If you did this discretely
enough, nobody should have noticed, the body guard won't even care if you
swim into the water afterwards and loot Phillida's corpse in plain view
either.
If you don't care for an extra 500 gold coins, you don't need to complete the
additional portion of this quest, that being the grisly task of planting the
finger of Adamus Phillida in his successor's desk. If you wish to complete
the extra bonus task, swim out into the water once he is dead and take his
finger from his body. Travel to the Imperial City prison and enter the
Imperial Legion offices marked by the active quest marker. As always, before
picking this lock, be sure that the sneak icon is not bright and solid. If you
retrieved the key from Adamus' corpse, there is no need to pick the lock, but
it is still a restricted area so do not enter while you are visible. Once
inside, pick the lock to the desk and place the finger inside. You can also
loot the Legion Commander's chest, just to the left of this desk. Adamus
should have been carrying the key to unlock this as well.
When you are finished with the contract, return to the Dark Brotherhood and
speak to Ocheeva. She will give you your reward gold, as well as the bonus
gold if you also completed the optional task. She will also raise your rank
to Assassin.
[Assassin, Dark Brotherhood achieved!]
==============================================================================
...Of Secret and Shadow - (DB10)..............................................
==============================================================================
Ocheeva has a letter for your from Lucien Lachance himself. By reading the
letter, you will learn that Lucien would like you to travel to his private
refuge in the ruins of Fort Farragut, which is a fort located just northeast
of Cheydinhal. The letter explicitly forbids you from telling any of the Dark
Brotherhood members about these orders. It also warns that you will run into
some resistance in Farragut.
Now, before you head off, know that this is your last chance to accept the
"Dark Gift" from Vicente. You can, however, find any old vampire and let them
attack you until you are infected, but if you want to complete the "Darkness
Eternal" quest, you will want to let Vicente bite you. There is also a small
side quest associated with Teinaava, if you haven't completed it already. This
is your last chance to finish this quest if you haven't done so already. If
you want to do this quest, speak to him at this point to have "The Renegade
Shadowscale" quest added to your journal.
When you are ready to leave the sanctuary, travel to Farragut and enter the
fort. Inside the fort, there are dark guardians patrolling the halls. They are
basically tougher versions of the normal skeletons you are probably used to
fighting. If they prove too difficult for you, you can always just run past
them, Lucien will still converse with you either way. Make sure you have a
torch out and watch for the traps along the way. Once you have found Lucien
within the fort, speak to him to receive your special assignment.
==============================================================================
...The Purification - (DB11)..................................................
==============================================================================
Apparently, a traitor has infiltrated the ranks of the Brotherhood and this
traitor is believed to have ties with the Cheydinhal sanctuary. Because of
this, you will be forced to... murder everyone in the Cheydinhal sanctuary.
You must carry out some sick act known as the "Purification" to cleanse the
sanctuary. But hey, you're a cold-blooded killer now, so it's cool... right?
Regardless of whether you agree with this or not, there is no way around it.
You will have to kill them all if you wish to progress further in the Dark
Brotherhood quest line. For this task, Lucien provides you with a single
poisoned apple and a special scroll of summoning. The poisoned apple will
probably be your weapon of choice in this scenario. You can get 10 additional
apples by unlocking the locked barrel by Lucien's desk, make sure you take
these as it will make wiping out the sanctuary's inhabitants considerably
easier. You can also take some poisons off of Lucien's desk that may come in
handy. Once you have everything you need, you can exit the fort by climbing up
the rope ladder in this area.
With "The Purification" quest as your active quest, a marker will be placed on
your map for each member of the Dark Brotherhood Cheydinhal sanctuary. There
are several different ways you can go about completing this quest. For one,
you can simply attack each member and kill them off one by one this way. This
is slightly more difficult, as you will likely have the whole sanctuary after
you if they catch you attacking one of the members. An easy way to thin the
herd a little is to use the poison apples that you got from Lucien to your
advantage. To use these, enter the sanctuary's living quarters and take every
single piece of food away. Leave some of the poisoned apples around on the
table. Eventually the Dark Brotherhood members will take one of them, eat them
and eventually succumb to the apple's poison. Also, you can place a poisoned
apple in any of their inventories, to do this, be sure that you are in sneak
mode, approach a target and pickpocket them. Switch over to your inventory
and at this point you can place a poisoned apple in their inventory.
You can speak to the Khajiit merchant M'raaj-Dar and purchase some additional
poison apples from him, though the price is relatively steep. If you have
chosen to kill off some of them with the apples, once you have set the trap
you can use the wait feature to pass some time by. When the time has passed,
you should notice that some of the members of the sanctuary have keeled over
due to the poison. If you wait for more time to pass and the remaining members
just refuse to eat an apple, you can just kill them off any other way you
like. You can use the special scrolls to summon Rufio's ghost as well, but
it probably won't be necessary. The remaining members shouldn't be too hard
to kill, just be sure that you make that first strike a sneak attack and
then just slash away. Telaendril, the High Elf, is not always in the sanctuary
but she should appear at around 12am.
Once the entire sanctuary has been cleared, return to Lachance at Fort
Farragut and report your success. Lucien will reward you with a fair steed
named Shadowmere. Shadowmere is incontrovertibly the best horse in the game,
she is very fast and can take a fair amount of punishment. You will now be
receiving orders from Lucien and your rank has been raised to Silencer.
[Silencer, Dark Brotherhood achieved!]
==============================================================================
...Affairs of a Wizard - (DB12)...............................................
==============================================================================
You will not receive contracts directly from Lachance, instead you will have
to travel to specified "dead drop" locations. The first secret dead drop
location is on Hero Hill. You will find the contract in a hidden hollow inside
the moss-covered rock on top of this hill. Hero's Hill has been marked on your
map, it is southeast of Fort Farragut. You can ride your new horse, to this
location if you wish, though it isn't very far. When you have arrived at the
specified location, remove the dead drop orders from the hollowed out log.
You target is a necromancer named Celedaen in Leafrot Cave. He is attempting
to transform himself into a lich. You cannot allow him to complete this
transformation.
Head to Leafrot Cave, which is far east from Bravil and even farther from your
current location. Good time to try out that new horse of yours. Be certain
that you are in sneak mode before you enter the cave. There are some enemies
inside, so try to get a sneak attack in if you can. In the main room, look on
the bottom level of one of the shelves. The "The Art of War Magic" skill book
is here, when read one gains a level in the Destruction magic school. Celedaen
has a journal titled "The Path of Transcendence." Grab this book off of the
table, reading it will reveal the necromancer's weakness.
The journal explains that the "Sands of Resolve" was used to begin the trans-
formation process. The process is not yet complete, this magic hourglass
must remain in Celedaen's inventory, or he will die as it contains his life
force. All you have to do is sneak up on Celedaen and when you are close
enough pickpocket him. Take his hourglass and he's down for the count, it's
as simple as that. Celedaen should be in the Leafrot Hollow area, so once all
of the enemies are dead in the initial area, proceed to the hollow. Stay in
sneak mode while in this area and find the necromancer. Even if he sees you,
move towards him and pickpocket him when the prompt appears. Remove the Sands
of Resolve and he's dead! Your reward, as well as the next dead drop orders,
can be found in an old sack hidden in the bushes beneath a tree in Chorrol.
==============================================================================
...Next of Kin - (DB13).......................................................
==============================================================================
You can find the next dead drop orders from the bag underneath the tree in
Chorrol. This time your target is an entire family, you must kill each and
every member of the Draconis family. Perennia Draconis, Matthias Draconis,
Andreas Draconis, Sibylla Draconis and Caelia Draconis, all of them must die.
The only family member who will be pointed out on the map will be the matron,
Perennia Draconis. Perennia resides on the Applewatch farm, west of Bruma.
The road to wiping out the Draconis family begins here.
Inside the Applewatch farmhouse, you will find Perennia. If you speak to her,
she will confuse you for a member of the Cyrodiil parcel courier service. She
will give you a list of the locations of each of the Draconis family members.
This is just too easy... While you are here, you may as well get her out of
the way. Even if you don't speak with her, you can still take the gift list
from her body once she is dead. The gift list will tell you where each of the
family members can be found: Matthias Draconis in the Imperial City's Talos
Plaza District, Andreas Draconis in the Drunken Dragon Inn, Sibylla Draconis
in Muck Valley Cavern and finally Caelia Draconis in Castle Leyawiin.
You can kill these family members in any order you wish, but for the sake of
this walkthrough I am going to assume that you are following my order. Start
by traveling to the Imperial City and entering the Talos Plaza District. You
can probably find Mattias patrolling the streets. You won't want to attack
him in public, or you will be confronted by the city's guards. Mattias goes
to his home to sleep around midnight, so locate his house in the Talos Plaza
District around this time. As always, before picking the lock to his house,
while in sneak mode be certain that the sneak icon is not bright and solid.
Mattias' private quarters are just up the steps to your right as you enter,
be careful though, as there is someone else in this house. Try your best to
sneak past this person up the steps and into the room where Mattias sleeps.
Mattias should not be wearing his armor, so sneak up on him while he is
sleeping and slash him with a one handed weapon for a 6x damage bonus.
Andreas Draconis, the next target, is the innkeeper at the Drunken Dragon Inn.
This inn can be found along the east road leading into Leyawiin. This guy is
real easy to get rid of. Simply approach the counter, let him know that his
mother bled like a pig and he will fly into a blind rage and recklessly attack
you. Now, there SHOULD be an Imperial Legion Soldier in the Drunken Dragon,
who will attempt to protect you, the "innocent" person, the moment Andreas
flies into his rage. Just run around the counter as the Imperial Legion soldier
tries to rescue you and let him kill Andreas off. That was real simple.
Sibylla Draconis can be found in the Muck Valley Cavern, which is located east
of the Imperial City. Enter the cavern and inside you will find Sibylla, who
should attack you immediately. Since there are no witnesses around, attack her
with all your might. Once she has been dealt with, it is time to move on to
the final target, Caelia Draconis in Castle Leyawiin. Due to the fact that
you will likely have to kill this next one in public view, make sure that you
head to your house (if you have one) or another location where you can drop
off any stolen goods that you don't want to lose. You may need to pay off a
1000 gold coin fine for murder if you are caught murdering Caelia.
The only time Caelia Draconis is really away from the castle is around 8am,
at this time she can be found at the Three Sisters' Inn. This is the best
chance you are going to get to kill her without anyone witnessing the act.
Enter the inn at around 8am, follow your compass up to her room. You can't
really sneak up on her if she is sitting in her chair, so you will have to
settle for a charged power attack, preferably with some sort of poison on
the tip of your weapon/arrow. When the last Draconis family member has been
killed, your rewards as well as the next dead drop orders can be found in a
stone well in the Castle Skingrad Courtyard.
==============================================================================
...Broken Vows - (DB14).......................................................
==============================================================================
J'Ghasta, a Khajiit living in Bruma is your next target. He is a Master in
hand-to-hand combat (meaning his hand-to-hand skill is at 100). You can easily
kill him if you have a bow, but he may be kind of tough if you attempt to
fight him upfront. One good thing about this quest, as with most of the proce-
eding quests, is that the guards will not get involved if you are seen
attacking your target. J'Ghasta has paid off the guards in Bruma to look the
other way, since he has been expecting trouble. It would be wise to bring some
type of poison with you, so you can apply it to a weapon or an arrow and make
the first strike that much more deadly.
Travel to Bruma and locate J'Ghasta's home there. You will have to break into
his house by picking the lock. As always, make sure that you are in sneak mode
before attempting to pick the lock, be certain that the eye icon is faded and
not bright and solid. Once you are inside, climb down the stairs in front of
you, turn to your right, turn right again, go straight and turn right here.
You can find the trap door to J'Ghasta's secret training room below some
folded cloth in this little alcove here. Try your best to sneak up on him, if
he is sleeping all the better. When you get your first sneak attack in, just
keep on striking him.
You probably won't need to retreat out of the house, but if things are getting
hairy, you can exit the house to give yourself some more room to move around.
Remember that the guards will not bother you and if you are seen killing the
Khajiit, it will not affect your bounty. Once the Khajiit J'Ghasta has been
killed, travel to the Imperial City. Go south from here to the Old Bridge,
underneath this bridge you will find a rotten box. Open this box, retrieve
your reward and the next set of dead drop orders.
==============================================================================
...Final Justice - (DB15).....................................................
==============================================================================
Your next target is an Argonian named Shaleez, she can be found in the Flooded
Mine just north of Bravil. You will probably want some sort of poison to apply
to a weapon or an arrow, just to make the initial strike all the more deadly.
If you have any scrolls or potions that will add the water breathing affect to
you, bring these along as well. Travel to Bravil when you are ready and follow
the road north. Make sure you have "Final Justice" as your active quest. While
you do, the active quest marker will point you towards Shaleez. The Flooded
Mine, as the name implies, is full of water. Even if you don't have an spell
or a scroll/potion that will give you water breathing, you can still easily
make it past this part. There are certain areas where you will be able to swim
back up for air.
Follow your compass to Shaleez. Once you find her, if she is underwater you
will not want to fight her here. Argonians can breathe underwater, if you are
any race other than Argonian, she is at an advantage here. Swim away from her
until you find a suitable patch of land that can fight on. Shaleez will follow
you out of the water and onto land. Let the battle commence. When you have
killed Shaleez, exit the Flooded Mine. The next dead drop orders, as well as
your reward are in a coffin just outside of Fort Redman. Fort Redman is north
of Leyawiin, it has been marked on your map. Travel to this location, open the
coffin and retrieve the dead drop orders, the additional document and your
reward.
==============================================================================
...A Matter of Honor - (DB16).................................................
==============================================================================
The next target is a Dark Elf named Alval Uvani. Alval is a traveling merchant
who travel all over Cyrodiil. For this reason, you have been provided with his
schedule. This tells you where he is at what times. If you read over the list,
you'll notice that most of the places Alval Uvani can be found are public
inns. Unlike with J'Ghasta, if you are caught attacking Alval Uvani in public
the guards will act. The best place to strike is probably at his rented home
in Leyawiin. He is here during Sundas, which is a day of the week in the world
of Nirn. It will tell you what day of the week it is on the wait menu.
You may have to pass quite a bit of time before it is Sundas, but unless you
can encounter Alval traveling on the road between locations, this is probably
your best chance to kill him without being hauled away by the guards. However,
if you are relatively wealthy at this point, and don't mind taking a 1000 gold
coin hit to the pockets, you can just simply kill Alval in public. When confr-
onted by the town guard, just pay of the fine. If you plan to do this however,
make sure that you drop off any stolen goods at your home or another location.
If it is not close to Sundas, you can just wait until it is near the end of
one of his shifts, then wait outside of the city. When he is traveling between
locations, you can probably kill him in the wilderness without being noticed.
With "A Matter of Honor" as your active quest, you can watch where Alval is by
looking at the world map. When you encounter Alval Uvani, wherever he is,
try to get a sneak attack on him. Alval has some powerful destruction spells,
but he is unarmored so if you can attack and kill him fast enough, he
shouldn't even have the chance to cast any of his spells. When he is dead,
travel to the Imperial City's Market District. You will find the next dead
drop orders in a hollowed-out tree stump behind Stonewall Shields.
==============================================================================
...The Coldest Sleep - (DB17).................................................
==============================================================================
Your next task is to kill a nord named Havilstein Hoar-Blood. Havilstein can
be found on a campsite on the Gnoll Mountain. If you have downloaded the
Wizard's Tower mod, you can just simply fast travel to Frostcrag Spire. The
campsite is just a short walk from here. If you travel from Bruma, it is quite
hard to climb up the mountain. If you don't have this content, you will
have to approach the mountain another way. Just continuously move around the
mountain until you find a portion of it that isn't too steep to climb. You
can still get to the Frostcrag Spire location, but it won't be as easy as
simply fast traveling there. Frostcrag Spire sits right on the "U" in "County
Bruma" on the map if you have downloaded the Wizard's Tower content.
Anyway, once you have found the campsite on Gnoll Mountain, try your best to
sneak up on Havilstein. He also has a wolf with him named Redmaw, who is a lot
tougher than the average wolf that you will encounter in the field. Havilstein
can be quite tough, so just remain cautious while you are fighting him. If you
need to, retreat up the mountain if you need time to heal. You will want to
take care of the wolf first, as he is fast and if you have low agility, he
will probably continuously stagger you when he strikes. Once you have success-
fully killed off Havilstein, you can go to the next dead drop location.
You will find the next dead drop orders, as well as your reward, in a body of
water within the Ayleid ruin of Nornal. The ruin has been marked on your map.
Enter the ruins, follow the marker on your compass. You will come to a small
pool of water. Swim down, open the gate and open the sunken chest to find the
next dead drop orders as well as your reward.
==============================================================================
...A Kiss Before Dying - (DB18)...............................................
==============================================================================
The next victim is a Wood Elf named Ungolim. This kill is going to be as easy
as it sounds. You will need to travel to Bruma and wait for Ungolim to
approach the statue known as the Lucky Old Lady. He visits the statue every
night around 6pm to 1am. As with J'Ghasta, Ungolim has paid the guards to look
the other way if he is attacked. This means that the guards will not get
involved in any conflict with him, meaning that you are free to attack and
kill Ungolim in the public eye. Bring some sort of poison along with you, so
it can be applied to an arrow or weapon.
Travel to Bravil. Wait near the statue of the Lucky Old Lady, out of sight at
a time close to 6pm. It is quite difficult to get a sneak attack on Ungolim,
as he is very aware that there is an assassin out to get him. He is an archer,
and a good one at that. He will run away from you too, which makes taking down
this Wood Elf extra annoying. When you first spot him, quickly attack him with
everything you've got. If he starts running away from you, chase after him.
Unless you have a bow, don't let him get to far away from you. He is also at
least an expert in the marksman skill, so if you have a low agility his arrows
will frequently knock you to your feet.
Once Ungolim is dead, you will receive a message "Your blood turns to ice as
a familiar shadow draws near..." Lucien Lachance will appear behind you, he
will accuse you of betraying the Brotherhood. Work through his dialogue tree
and the disturbing truth all becomes clear.
==============================================================================
...Following a Lead - (DB19)..................................................
==============================================================================
It turns out that you have been systematically killing off the members of the
Black Hand. The dead drop orders have been switched, starting with the dead
drop orders after the "Next of Kin" quest. Great, but lucky for you, the Black
Hand believes that you are innocent. Unfortunately, they believe that Lucien
is the traitor. Lucien orders you to travel to the next dead drop location and
wait by the barrel behind the statue in the pond. Here, you will observe who
has been switching the dead drop orders and you will have to confront them.
Head to the city of Anvil and, as instructed, find a spot close to the barrel
behind the statue and lay in wait. Wait for awhile and soon enough, someone
will approach the barrel. Approach this person and initiate a conversation with
them. He explains that a man in a robe told him to plant the dead drop orders.
He believes that the robed man lives in the cellar of the lighthouse outside
of Anvil, but he was recently told by the man that he was leaving Anvil. He
recommends speaking to the lighthouse keeper, Ulfgar Fog-Eye, as he is the one
who rented out the cellar.
Travel to the Anvil Lighthouse once you are done speaking with the Wood Elf.
Speak to Ulfgar and select the second dialogue option. Tell him that you are
with the Dark Brotherhood and he will hand over the Lighthouse Cellar key
without any trouble. Locate the wooden door leading into the cellar, use the
key to unlock the door and brace yourself... Inside is a rather disturbing
scene, but it gets worse... much worse as you continue your investigation.
There isn't anything that will lead you to the identity of the traitor in this
opening area, so search for a locked wooden door and open it. There is a crazy
dog behind this door, so be careful as you enter. Inside this room you will
find the traitor's diary as well as... well take a look at the plate and see
for yourself. Read the diary, and it will become readily apparent that this
traitor is a deeply, deeply disturbed individual.
The traitor is a member of the Black Hand, and is planning to kill the Night
Mother. With this new information, travel to the Applewatch farm near Bruma
where Lucien Lachance waits for you. As you enter, you will be greeted by
Arquen... As you are probably already aware, you are too late. The remaining
members of the Black Hand have killed Lucien in a very grotesque fashion,
mistaking him for the traitor. You will be given the Black hand robes and
hood. One of these Black Hand members is the traitor. Since you killed off the
Listener Ungolim, the Black Hand must awaken the Night Mother, who will then
select a new Listener. This is exactly what the traitor wants. You will need
to speak to Arquen between midnight and 3am. You will then set off to Bravil,
where the group will contact the Night Mother. Wait until it is between the
aforementioned times and speak to Arquen.
[Speaker, Dark Brotherhood achieved!]
==============================================================================
...Honor Thy Mother - (DB20)..................................................
==============================================================================
You will appear in Bravil with the other members of the Black Hand. Arquen
will recite an incantation in front of the statue, which will allow the group
to enter the Night Mother's crypt. Follow the others down through the secret
passage. Inside you will witness Arquen speaking with the Night Mother. The
Night Mother explains to the other members of the Black Hand that there is
still a traitor in the group. Mathieu Bellamont will then reveal himself as
the traitor and quickly kill off two of the speakers.
He will then attempt to kill of the Night Mother, once Arquen is finished
blabbing, quickly approach Bellamont and kill him. he shouldn't give you any
trouble at all, especially since you have Arquen to help you. Once he is dead
the Night Mother will approach you. She will speak to you, and name you as the
new Listener of the Black Hand! She allows you to take the treasure from her
crypt. You may find some useful enchanted items in here, so make sure you
search everywhere, because you will not be able to enter this location again
once you leave. When you are ready, speak to the Night Mother. She will upgrade
the Blade of Woe that you were given during your first meeting with Lachance,
it is now much more powerful. Once in the Dark Brotherhood Cheydinhal
sanctuary, speak to Arquen to complete the quest.
[Listener, Dark Brotherhood achieved!]
==============================================================================
...Whispers of Death - (DB21).................................................
==============================================================================
Once you have completed the Dark Brotherhood quest line, this quest will be
added to your current quests. Since you are the Listener, you can travel to
Bravil once a week and converse with the Night Mother. The Night Mother will
give you a list of names. These are people who have prayed to the Night
Mother, they need to converse with a Speaker who will help them arrange the
assassination. Once you have received this information from the Lucky Old Lady
statue in Bravil, you must return to the Cheydinhal Dark Brotherhood sanctuary
and give this information to Arquen.
When you give this information to her, she will give you your weekly earnings.
This quest will remain in your current quest log permanently. You do not have
to speak to the Night Mother each week however, you are free to do this when
you please. As the listener, you will be able to speak to any Dark Brotherhood
Murderers in the Cheydinhal sanctuary and command them to follow you. Congrat-
ulations on completing the Dark Brotherhood quest line!
------------------------------------------------------------------------------
- Daedric Shrine Quests - [W06]
------------------------------------------------------------------------------
Azura......................................................(DQ01)
Boethia....................................................(DQ02)
Clavicus Vile..............................................(DQ03)
Hircine....................................................(DQ04)
Malacath...................................................(DQ05)
Mephala....................................................(DQ06)
Meridia....................................................(DQ07)
Molag Bal..................................................(DQ08)
Namira.....................................................(DQ09)
Nocturnal..................................................(DQ10)
Peryrite...................................................(DQ11)
Sanguine...................................................(DQ12)
Sheogorath.................................................(DQ13)
Vaermina...................................................(DQ14)
Hermaeus Mora..............................................(DQ15)
==============================================================================
...Azura - (DQ01).............................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Azura - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Far north of Cheydinhal. |
|------------+-----------------------------|
| Requires | Glow Dust |
|------------+-----------------------------|
| Level Req. | Level 2 |
|------------+-----------------------------|
| Reward | Star of Azura |
o------------o-----------------------------o
Azura's Shrine is located north of Cheydinhal. It is right above the first "N"
in the word "County Cheydinhal" on the world map. Travel to this location and
speak to a dark elf named Mels Maryon. Maryon must have a disposition of at
least 60 towards you before he is willing to tell you how to converse with the
Daedra Azura. Tell him "I wish to summon Azura" and he will tell you to
activate the statue at dawn or dusk and to leave an offering of Glow Dust. You
must be at least level 2 to begin this quest.
Glow Dust can be found by killing a will-o-the-wisp. These creatures may be
hard to find, so alternatively you can travel to Skingrad and purchase some
glow dust from the "All Things Alchemical" shop. Once you have acquired one
portion of Glow Dust, return to Azura's Shrine. Activate the statue at anytime
between 5am and 7pm. Offer the Glow Dust to the altar and Azura will speak to
you. She will tell you of five of her followers who have been turned into
vampires long ago. She wants you to travel to the Gutted Mine where they have
sealed themselves away and kill them to end their eternal suffering.
The Gutted Mine, a normally sealed mine, will be unsealed by Azura so you may
enter. The mine is very close by the shrine, just southwest from it. It has
been marked on your map, and the active quest marker is pointing towards it.
When you arrive, find the wooden door and enter. Inside you will have to find
and kill the five afflicted brethren. They are vampires, so you may catch the
vampire disease or "Porphyric Hemophilia" yourself. If this happens and you are
not partial to becoming a vampire, make sure that you either visit a chapel
and pray at the altar, or chug down a cure disease potion.
The afflicted brethren inside the Gutted Mine may give you a tough time,
depending on your level. Especially since some of them may have very powerful
enchanted weapons. If you are having a really tough time, consider retreating
outside. The vampires pursuing you will more than likely follow you out, but
at least you have more space to move around. Once you have managed to kill
each of the five afflicted brethren, return to Azura's Shrine. Activate the
statue, Azura will thank you for putting her followers to rest and she will
reward you with the infinitely useful Azura's Star. This is a very, very
useful artifact, arguably the best item in the game. It acts as a reusable
Grand Soul Gem. This, coupled with a weapon with a Soul Trap effect on strike
will make your character very powerful.
If you are doing this quest during the main quest line, I highly suggest that
you do not give this item to Martin. Once he uses it, you will never be able
to obtain this item again. You can give any other daedric artifact to Martin
and there are plenty of artifacts that are much less useful than this one.
==============================================================================
...Boethia - (DQ02)...........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Boethia - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Far, far east of the Arcane |
| | University. |
|------------+-----------------------------|
| Requires | Daedra Heart |
|------------+-----------------------------|
| Level Req. | Level 20 |
|------------+-----------------------------|
| Reward | Goldbrand |
o------------o-----------------------------o
Boethia's Shrine is located very far east from the Imperial City. It is almost
directly east of the Arcane University. The shrine itself is located in the
Valus Mountain range. It can be quite difficult to get to the shrine, as the
mountain is very steep in some places. Move along the mountain until you find
sections that you allow you to climb a little higher, use any patches of grass
on the side of the mountain to help you ascend. If you look at the world map,
the shrine is medium distance from the "M" in "Valus Mountains." When you have
made it to the shrine, speak to Haekwon. Boethia requires an offering of one
Daedra heart. You must be at least level 20 to begin this quest.
A Daedra's heart is easy to find, you can find them just by stepping into an
oblivion gate and killing a Daedra soldier. If you have completed the main
quest line and all of the gates are closed, you can purchase a Daedra heart
from the "All Things Alchemical" shop in Skingrad. This shouldn't be necessary
as you should almost certainly have at least one lying around. When you have
the required item, approach Boethia's shrine and offer the Daedra heart. You
will have to participate in Boethia's tournament in one of his Oblivion
realms. If you win the "Tournament of Ten Bloods" you will get a reward, if
you lose, your soul belongs to Boethia.
Do not enter the portal unless you are completely ready. Be certain that you
have an adequate supply of potions, arrows, repair hammers and the like. You
will not be able to return to Tamriel until the tournament is over. Inside
Boethia's Oblivion realm, you will have to fight nine different Chosen. Once
you have finished one fight, you are to proceed through the next gate to fight
the next one. I can't really give strategies to defeat these enemies, since I
don't know what type of character you are playing. Just approach them as you
would any other battle, it helps that these are only one on one matches, too.
Between each battle, be certain that you are prepared before you step through
the next gate. You can use the wait feature to pass one hour of time, this
will completely regenerate your health. Make sure that your weapon and armor
are in good condition before proceeding, nothing worse than having your only
weapon break in the middle of a fight.
Of course, you will likely pick up some useful enchanted equipment along the
way, as well as some health and magicka potions. Some of these fights can be
difficult, depending on your level. A rather cheap "tactic" that I have
discovered if you are having a lot of trouble with a particular melee combat-
ant, in the first Orc's area, there is a giant flame in the middle. Get your
opponent on the other side of the fire, they will just stand there and not
pass through it. If you have a bow, you can shoot arrows at them. A good way
to raise your marksman skill, too.
Once you have defeated the final opponent, Boethia will open a portal back to
Tamriel for you to step through. Once you are back on familiar soil, approach
Boethia's altar and speak to him again. Boethia will reward you with the
enchanted Goldbrand sword for winning the Tournament of Ten Bloods. Goldbrand
is a very powerful sword, it deals heavy damage and it deals fire damage on
strike. A very good weapon if you mainly use blades.
==============================================================================
...Clavicus Vile - (DQ03).....................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Clavicus Vile - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Travel along the Gold Road |
| | leaving Skingrad. |
|------------+-----------------------------|
| Requires | 500 Gold |
|------------+-----------------------------|
| Level Req. | 20 |
|------------+-----------------------------|
| Reward | Masque of Clavicus Vile |
o------------o-----------------------------o
You can find Clavicus Vile's shrine by traveling along the Golden Road, east
of Skingrad. Follow the road until the daedric shrine symbol appears on your
compass. At this point, stray from the road and follow the shrine symbol on
your compass. When you are at the shrine, locate and speak to the Khajiit
Ma'Raska. He will tell you to leave an offering of 500 gold coins to summon
the daedric prince Clavicus Vile. You must be at least level 20 to begin this.
If you have at least 500 gold coins, approach Clavicus Vile's altar and offer
the gold coins. Clavicus Vile wants you to find a warrior named, kill her and
bring back the Umbra Sword. He points you towards Pell's Gate, you'll need to
start your search here. Barbas, Clavicus' hound, has been added to your
inventory in the form of a dog statue. He tells you that you have made a bad
deal, he urges you not to give the Umbra to Clavicus. Either way, if you want
to complete this quest, you will need to defeat the warrior named Umbra and
retrieve the Umbra sword, even if you don't intend to hand it over to
Clavicus.
If you speak Irroke the Wide at Pell's Gate, he can tell you about Umbra, both
the sword and the person. Unless you want to learn more about this mysterious
sword, you don't need to go to Pell's Gate. Umbra is in the Vindasel ruins,
which are located just southwest of the Imperial City. Travel west along the
road from Pell's Gate and you will find said ruins eventually. Enter Vindasel,
you will find Umbra within. Umbra, unlike the majority of Oblivion's enemies,
is not level scaled. This means that her level is static, she does not level
along with your character as the other enemies do. She is quite powerful and
depending on your level, you are going to have a tough time defeating her.
She is wearing a full set of Ebony armor and she is wielding the Umbra sword,
which is the strongest sword in the game.
Barbas again tries to convince you to forget about Clavicus' wishes, but you
do need to defeat Umbra if you want to complete this quest. If you have a
strong enchanted weapon, you should be able to deal with Umbra relatively
easily. When she is dead, take the Umbra sword and leave Vindasel. Return to
Clavicus Vile's shrine with the sword in hand. You have to make a decision
here: Give the Umbra sword to Clavicus or keep it for yourself. The Umbra, as
I mentioned earlier, is the most powerful sword in the game without any extra
magic damage enchantments.
In its current state, it is weightless, but if you decide to keep it for your-
self it will weigh 45 pounds. The sword does have a useful enchantment, which
works nicely with Azura's Star. If you give the sword to Clavicus, he will
reward you with the Masque of Clavicus, which is a helmet that raises your
personality. If you want advice, I suggest keeping the sword. Even if you
don't give him the sword, the game still counts this daedric quest as
completed.
==============================================================================
...Hircine - (DQ04)...........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Hircine - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | South of the Imperial City, |
| | Along the Nibenay Valley. |
|------------+-----------------------------|
| Requires | Wolf or Bear Pelt |
|------------+-----------------------------|
| Level Req. | Level 17 |
|------------+-----------------------------|
| Reward | Savior's Hide |
o------------o-----------------------------o
Hircine's Shrine is south of the Imperial City and along the Nibenay Valley.
Travel south along the Green Road, stray from this path when the daedric
shrine icon appears on your compass. Follow your compass to Hircine's Shrine
and speak to Vajhira, tell her you are a hunter. You must leave an offering
of either a wolf pelt or a bear pelt. You shouldn't have a hard time finding
one of these, you have undoubtedly been attacked by one of these animals as
you've been traveling through the wilderness. When you have one of these
animal pelts, approach the Shrine of Hircine and leave your offering. You
must be at least level 17 to begin this quest.
Hircine wants you to travel to Harcane Grove and kill the hunt the unicorn
that inhabits the area. You are then to bring the creature's horn back to the
shrine for your reward. The Harcane Grove is very close by, being just south
of the shrine. Make sure that your sword is sheathed and follow your compass
to this location. There are two minotaur in the grove that protect the
unicorn, they are very powerful and will more than likely give you a hard time
two on one. On top of that, the moment you unsheathe your weapon, the unicorn
will start to attack you. Make sure that your weapon is not drawn, find the
unicorn and hop on.
Now just ride, ride, ride the unicorn until you have left the minotaur safely
in the distance. Find a suitable location and dismount the unicorn. Here you
will carry out the task of slaying the majestic creature. Once you draw your
weapon, the unicorn will attack you. The unicorn is very easy to kill, just
make sure that you back up as the unicorn rears, then move back in and
continue striking. When you have managed to kill the creature, retrieve the
horn from its body and return to Hircine's Shrine. Activate the shrine,
Hircine will reward you with the Savior's Hide. Savior's Hide is a strong
piece of light armor that will raise your resistance to magic.
==============================================================================
...Malacath - (DQ05)..........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Malacath - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | North of Anvil, above the |
| | 1st "T" in "The Gold Coast."|
|------------+-----------------------------|
| Requires | Troll Fat |
|------------+-----------------------------|
| Level Req. | Level 10 |
|------------+-----------------------------|
| Reward | Volendrung |
o------------o-----------------------------o
Malacath's Shrine is located north of Anvil. If you look at the world map, the
shrine is just above the first "T" in "The Gold Coast." Just travel up the
north road leaving Anvil and continue heading straight. Eventually you will
see a daedric shrine symbol on your compass. When you arrive at Malacath's
Shrine, speak to Shobob gro-Rugdush. Shobob must have a disposition of at
least 60 with you before he will tell you about the shrine. He tells you that
you must bring some Troll Fat and offer it to the shrine. You must be at least
level 10 to begin this quest.
You can find Troll Fat by killing a troll, or you can travel to Skingrad and
buy some Troll Fat from the "All Things Alchemical" shop in the city. When you
have the requested item, approach the shrine and offer it to the daedric
prince Malacath. Malacath will speak to you, he requests that you travel to
Lord Drad's estate, enter the mines and free his ogres. Lord Drad apparently
has them working in some mines near his estate, this angers Malacath. Lord
Drad's estate is southeast of the shrine. It has been marked on your map, so
just follow your compass there. Don't even bother entering the estate and
speaking to Lord Drad, he promptly refuses to cooperate.
Lord Drad is working the Ogres in the Bleak Mine outside of his estate, it is
just a short walk west from his residence. There are about five guards in this
mine with top of the line equipment. There are two cages in the Bleak Mine,
each with some ogres imprisoned in then. You must get two different keys, one
tarnished and one shiny, to open both of these cages. Now, if you were to be
attacked by all five of the guards at once, you would surely be overwhelmed.
It may be hard, by try to sneak up on the guards, pickpocket the keys, then
quickly head towards the ogre cages. Free the ogres with these keys and they
will attack the guards, allowing you to take their equipment when the
slaughter is over.
With "Malacath" as your active quest, the active quest marker will be pointing
towards the two ogre cages. When you have the keys, or if you happen to have
an adequate amount of lockpicks, go to these cages and unlock them, effectively
freeing the enslaved ogres. The ogres will exit the mines and enslave Lord
Drad and his wife. When you have completed your task, return to Malacath's
shrine and speak to him again. Malacath will reward you for completing the
task with the Volendrung hammer. This hammer has paralyze and drain health
effects, a powerful and effective weapon if you use blunt weapons.
==============================================================================
...Mephala - (DQ06)...........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Mephala - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Northeast of the Imperial |
| | City, under the first "a" |
| | in "The Heartlands." |
|------------+-----------------------------|
| Requires | Nightshade |
|------------+-----------------------------|
| Level Req. | Level 15 |
|------------+-----------------------------|
| Reward | Ebony Blade |
o------------o-----------------------------o
Mephala's Shrine can be found northeast of the Imperial City. If you look to
the world map, it is just under the first "a" in "The Heartlands." You can
fast travel to the Imperial Prison Sewer and just travel northeast from there.
Look to the world map to make sure that you are going in the right direction,
towards the first "a" in "The Heartlands. When you have found the shrine,
locate and speak to Dredena Hlavel. She tells you to leave Mephala an offering
of nightshade between midnight and dawn if you wish to converse with her. You
must be at least level 15 to begin this quest.
Nightshade can be found in the Arcane University Mystic Archives. Enter the
Mystic Archives and go to the upper level. As soon as you enter, turn right
and turn right at the end to find a small sitting area. There is one night-
shade on the end of this table here. Or, you can buy one from "All Things
Alchemical" shop in Skingrad, she should have some in stock. Once you have
acquired one portion of nightshade, approach Mephala's shrine between the
hours of twelve to six in the morning and offer it to her.
Mephala wants you to travel to the Bleaker's Way settlement. Here, you must
start a feud between the families of Dark Elves and Nords. Murder both of the
family leaders and plant evidence on their bodies that it was the other family
responsible. You must not be seen while doing any of this. Bleaker's Way is a
small settlement northwest of Mephala's shrine. It has been marked on your map
and while this quest is your active quest, a green marker will appear on your
compass. Head to the settlement, before you do anything make sure it is night-
time so everyone in the settlement is sleeping. The two families living in
this settlement that you are trying to sabotage are the Ulfgar and the Dalivu
families. Hrol Ulfgar and Nivan Dalivu are the two family leaders.
Start by entering Hrol Ulfgar's house, be certain that you are in sneak mode
before entering. It should be nighttime and Hrol Ulfgar should be asleep. His
bed is on the very top level of this house. Move up the stairs and into the
loft area where Hrol is fast asleep. It will be hard to kill him in one strike
depending on your level. If you have some sort of poison that you can apply to
a weapon or an arrow to make the initial strike more effective, do so.
Silently approach Hrol while in sneak mode and strike for a sneak attack. If
the first hit doesn't kill him, quickly strike him some more until he is dead.
When he is dead, go back down the stairs. There is a table to the left of the
stairs, take the Ulfgar family ring that is on this table before leaving the
house.
Next, locate Nivan Dalivu's house. Make sure that you are in sneak mode, pick
the lock and enter the house. Nivan will be sleeping in his bed here, apply
some poison to your weapon or arrow if you have some and get a sneak attack on
him. If he survives the initial strike, continue striking him as he tries to
get out of bed. When he is dead, plant the Ulfgar family ring from Hrol
Ulfgar's house on his corpse. To do this, search Nivan once he is dead and
press LT to switch over to your inventory. From here, press the A button on
the Ulfgar family ring to move it into his inventory. Before leaving his home,
grab the Dalvilu ceremonial dagger off of the table near his bed. With this
dagger, return to Hrol Ulfgar's corpse and plant it on him.
All that is left for you to do is to find someone in the Bleaker's Way
settlement and tell them that you saw the two family leaders attack each other.
A good person to tell is Kirsten, the innkeeper at the Bleaker's Way Goodwill
Inn. If it is still night time, she will be sleeping behind the counter. Once
you have reported the "attacks," you are free to return to Mephala's shrine
to receive your reward. I, however, suggest that you stick around and watch
the ensuing battle between the two families. Return to Mephala's shrine when
you are ready and approach the shrine. She will reward you with the Ebony
Blade for completing the task. The Ebony Blade has silence and absorb health
effects, it is quite effective and powerful if you use blades as your main
weapon type.
==============================================================================
...Meridia - (DQ07)...........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Meridia - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | West of Skingrad. |
|------------+-----------------------------|
| Requires | Bonemeal, Mort Flesh, |
| | or Electoplasm. |
|------------+-----------------------------|
| Level Req. | Level 10 |
|------------+-----------------------------|
| Reward | Ring of Khajiiti |
o------------o-----------------------------o
Meridia's Shrine is located west of Skingrad. Just start heading directly west
from the stables and you will eventually come to Merdia's shrine. When you
arrive, speak to Basil Ernarde. He tells you that Meridia requires an offering
of undead remains. This could be either Bonemeal from skeletons, mort flesh
from zombies or Electoplasm from ghosts. It is very easy to come across any
of these items, as you are aware that it is very easy to encounter undead
creatures in ruins and other dungeons. When you have the remains of an undead
creature, approach Meridia's shrine and offer it to her. You must be at least
level 10 to begin this quest.
Meridia has an intense dislike for the undead. There is a cult of necromancers
in the Howling Cave that she wants destroyed. Howling Cave is located south-
east of Skingrad, it has been marked on your map and a red marker will appear
on your compass. Enter Howling Cave, make sure that "Meridia" is your active
quest, so there will be a green marker on your compass pointing you towards
your destination. You will face several different types of enemies in the
cave, including an array of undead creatures.
The cult of necromancer's are present in the "Howling Cave Lower Galleries."
When you step through the door leading to this area, there will be a green
quest marker over each necromancer that you are required to kill. The necroma-
ncers are surrounded by undead creatures in this area, so you must be very
careful not to get surrounded. If you have too many enemies on you at once,
consider retreating from this area back to the prior one. The enemies that
were after you will more than likely follow, but at least you'll be ready for
them.
Once you have killed all of the necromancers in Howling Cave, return to
Meridia's Shrine. Speak to Meridia and she will reward you with the Ring of
Khajiiti. This is a rather useful ring, it has a chameleon effect and it will
fortify your speed while equipped. A good ring for stealth based characters.
==============================================================================
...Molag Bal - (DQ08).........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Molag Bal - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Far southeast of Chorrol. |
|------------+-----------------------------|
| Requires | Lion Pelt |
|------------+-----------------------------|
| Level Req. | Level 17 |
|------------+-----------------------------|
| Reward | Mace of Molag Bal |
o------------o-----------------------------o
The Shrine of Molag Bal is located southeast of Chorrol. It is a relatively
long trek from Chorrol. If you look at the world map, it is a little ways
under the first "T" in "The Great Forest." As you are traversing that area,
the daedric shrine symbol should appear on the compass. When you have arrived
at the shrine, locate and speak to a Redguard named Amir. Amir tells you that
in order to converse with the daedric prince Molag Bal, you will first need to
leave an offering of a lion pelt. Lion pelts are fairly easy to come by, you
have probably already been attacked by a mountain lion while you were
exploring the wilderness if you are at least level 17.
Once you have obtained the pelt, approach Molag Bal's shrine and offer the
pelt. Molag Bal wants you to help him corrupt a man named Melus Petilius by
forcing him to kill you with the Cursed Mace. Melus Petilius lives near the
Brindle Home, this location has been marked on your map and the active quest
marker is pointing towards it. Enter Torbal's house and speak to the man. He
must have a disposition of at least 60 towards you before he will tell you
about Melus' location. He will explain Melus' story and point you towards a
cabin not far from your current location. This is where Melus lives.
His wife's grave is located southeast of this cabin, go to her grave and wait
for him to arrive, if he isn't there already. Melus leaves his house every day
at eleven in the morning to visit his wife's grave, you will need to find him
when he is there. At this location, drop the Cursed Mace that was provided by
Molag Bal. Hit him while he is at his wife's grave, this will make him very
angry. He will pick up the Cursed Mace on the ground and begin to attack you.
All that is left for you to do at this point is to let him beat the tar out
of you. You don't need to take off all of your armor, this is a good time to
train your heavy or light armor skills.
When Melus Petilius has killed you with the Cursed Mace, you will be transp-
orted back to Molag Bal's shrine. Approach the shrine and speak to the daedric
prince once more. Molag Bal will reward you with the Mace of Molag Bal. This
mace has absorb strength and absorb magicka effects. This is one of the worst
daedric artifacts, a worthy candidate for the main quest line's "Blood of the
Daedra" quest.
==============================================================================
...Namira - (DQ09)............................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Namira - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | East of Bruma. |
|------------+-----------------------------|
| Requires | Personality attribute below |
| | 20. |
|------------+-----------------------------|
| Level Req. | Level 5 |
|------------+-----------------------------|
| Reward | Ring of Namira |
o------------o-----------------------------o
You can find Namira's Shrine by traveling east from Bruma, just start at the
Wildeye Stables outside of the city. Head east until you reach the Plundered
Mine. The daedric shrine symbol will appear on your compass, follow your
compass to the shrine. If your personality attribute is higher than 20, Namira
will not converse with you. You can lower your personality attribute by
drinking cheap wine. Cheap wine is very easy to find, you can purchase some
from the Olav's Tap and Tack in the city of Bruma. You will need to drink
enough cheap wine so that your personality attribute falls below 20, then
approach the altar. You must be at least level 5 to begin this quest.
Namira wants you to travel to Anga, a ruin that several of her followers
inhabit. Some priests of Arkay are planning to visit this ruin to "save" the
forgotten. She wants you to travel to Anga and help her worshipers kill these
priests by casting the spell that she has provided, "Namira's Shroud." Anga is
located south of Namira's shrine, it has been marked on your map and the
active quest marker is pointing towards it. Inside, all you have to do is
follow your compass to the quest markers and cast Namira's Shroud on the
priests. Once you do this, the forgotten will surround the priest and kill
them. Do this to each and every priest in Anga to finish the task. Do not
kill any of the priests yourself, if you do you will not receive the reward.
Once all of the priests of Arkay are dead, return to Namira's shrine and
approach the altar. Namira will reward you with the Ring of Namira. This ring
has a reflect damage and a reflect spell enchantment. This ring will prove
useful if you are at a lower level, at least until you pick up something with
a better enchantment.
==============================================================================
...Nocturnal - (DQ10).........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Nocturnal - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Along the east road leaving |
| | Leyawiin. |
|------------+-----------------------------|
| Requires | N/A |
|------------+-----------------------------|
| Level Req. | Level 10 |
|------------+-----------------------------|
| Reward | Skeleton Key |
o------------o-----------------------------o
To find Nocturnal's Shrine, just travel along the east road leaving Leyawiin.
The altar is just along the road, continue following the road until you see
the daedric shrine symbol on your compass. Nocturnal does not require an
offering, so simply approach the altar and activate it to summon her. She
wants you to retrieve the "Eye of Nocturnal," which has been taken by
a couple of Argonians from her shrine. The Argonian thieves live in the city
of Leyawiin. You have to find the thieves, retrieve the eye and bring it back
to the shrine of Nocturnal. You must be level 10 to begin this quest.
You're looking for two Argonians. Look to the local area map and locate
Weebam-Na's house. Enter this house and inside you should find the two Argoni-
ans, Weebam-Na and Bejeen. Weebam-Na and Bejeen should be in the house at the
same time, if not, wait until they are. Once they are in the room together,
go into sneak mode, go to an area of the house where the sneak icon is faded.
If it is bright and solid, Weebam-Na and Bejeen will not speak about the Eye
of Nocturnal. If you remain out of sight, Weebam-Na and Bejeen should begin
a conversation. Through this conversation you will learn that the pair did
indeed take the Eye of Nocturnal, which they have hidden in a cave. If they
realize that you are present during their conversation, leave the house and
enter again while in sneak mode.
Tidewater Cave is where the Eye has been hidden. This cave is located south
of Leyawiin. Just exit the city to the east and instead of following the road,
just go south. Enter Tidewater, if you hadn't gathered from Weebam-Na and
Bejeen's conversation, the cave is full of trolls. Be cautious as you move
through the caves. The Eye of Nocturnal is submerged in some water at the back
of the cave, make sure that you have this as your active quest and follow the
green marker on your compass to the item. When you have the Eye in your
inventory, exit Tidewater Cave and return to the shrine of Nocturnal.
Nocturnal will reward you with the Skeleton Key for retrieving the eye. The
Skeleton Key is a very, very useful item. It acts as a reusable lockpick and
fortifies your security skill by 40 points. Unless security is one of your
major skills, you'll definitely want to keep this artifact in your inventory.
==============================================================================
...Peryrite - (DQ11)..........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Peryrite - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Along the Silverfish River, |
| | Northeast of Bravil. |
|------------+-----------------------------|
| Requires | N/A |
|------------+-----------------------------|
| Level Req. | Level 10 |
|------------+-----------------------------|
| Reward | Spell Breaker |
o------------o-----------------------------o
Peryrite's shrine is located northeast of Bravil, along the Silverfish River.
Travel along the south side of the Silverfish River until you come across the
shrine. When you arrive, you will discover that all of Peryrite's worshippers
are frozen. None of them can speak to you. Approach Peryrite's shrine, he does
not require an offering and will openly converse with you. Peryrite explains
that his followers, in an attempt to summon him, have transported their souls
to a plane of Oblivion. Peryrite requests that you travel to the aforementioned
plane and carry his follower's souls back to with you. Make sure that you have
everything you need before you approach the altar, because you will not be
able to leave Oblivion until you have captured all of the follower's souls.
When you are ready to step into Oblivion, approach the altar again. You will
be instantly teleported to the Oblivion plane. With this as your active quest,
there will be a green marker pointing to each of the souls that you must
rescue before you can return to Tamriel. This plane of Oblivion is very, very
large and like any other, crawling with Daedra. You can use the local area map
to make sure that you are going in the correct direction towards one of the
souls. There are five souls in total that you need to capture. When you have
captured the last soul, Peryrite will open a gate that will lead you back to
Tamriel. This gate is in the area where you entered this realm.
When you arrive back in Tamriel, you will see that Peryrite's followers are
no longer frozen in time. Approach the altar and speak to Peryrite. He will
thank you for returning his followers back to normal and he will reward you
with the Spell Breaker shield. The Spell Breaker has a reflect spell enchant-
ment on it, as well as a decent amount of defense.
==============================================================================
...Sanguine - (DQ12)..........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Sanguine - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Imperial Reserve between |
| | Chorrol and Skingrad. |
|------------+-----------------------------|
| Requires | Cyrodiilic Brandy |
|------------+-----------------------------|
| Level Req. | Level 8 |
|------------+-----------------------------|
| Reward | Sanguine Rose |
o------------o-----------------------------o
The Shrine of Sanguine is located between the city of Skingrad and the city
of Chorrol. It is in the Imperial Reserve area, underneath the "ve" in
"Reserve" on the world map. If you speak to Engorm at this shrine, he will
tell you that Sanguine requires an offering of Cyrodiilic Brandy before he is
wiling to converse with you. You can purchase some Cyrodiilic Brandy from the
"The Main Ingredient" shop in the Imperial City Market District. When you have
the required item, approach the altar and present your offering. You must be
at least level 8 to begin this quest.
The Countess of Leyawiin is going to be holding a dinner party and Sanguine
wants you to liven it up. Sanguine wants you to sneak into the dinner party
and cast the "Stark Reality" spell that he has provided on the Countess.
Sanguine mentions that the party is invitation only, but if you are wearing
some relatively nice clothing, the guard at the door will let you inside. You
can buy what would be considered nice clothing from the "Divine Elegance" shop
in the Imperial City Market District. Buy any article of expensive clothing,
put it on and head for Leyawiin.
The dinner party that the countess is holding starts around six in the
evening. Enter Castle Leyawiin and step into the throne room. Speak to the
guard standing by the door to your right, be certain that you are wearing your
expensive clothing. Ask about the dinner party and the guard should let you
inside, since you are so nicely dressed. Step inside, you will find the
countess, as well as all of her guests, seated at the table. Now's you chance
to cast the Stark Reality spell. You can't really cast the spell on the guests
without getting caught, so just cast the spell on the entire party. Unfortuna-
tely, the spell also had an effect on you! You're entire inventory is gone,
including the gold that could have been used to pay the fine...
At this point, you can either let the guards haul you off to jail and serve
your time, or you can resist arrest and run through the entire castle with
several guards chasing after you. If you choose to do the latter, I hope you
can run fast. If you don't mind spending some time in jail, the first option
is the best choice here. Return to Sanguine's altar and speak with the daedric
prince once more. He tells you that you can find your equipment behind a bench
in a chest, as well as your reward for completing the task. Sanguine has given
you the Sanguine Rose, which summons a random Daedra when it hits a target.
Not a useful artifact, as the Daedra will not always fight for you.
==============================================================================
...Sheogorath - (DQ13)........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Sheogorath - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | About halfway between the |
| | city of Bravil and Leyawiin |
|------------+-----------------------------|
| Requires | One Lesser Soul Gem, one |
| | head of Lettuce, one Yarn |
|------------+-----------------------------|
| Level Req. | Level 2 |
|------------+-----------------------------|
| Reward | Wabbajack |
o------------o-----------------------------o
Sheogorath's shrine can be found about halfway between the city of Bravil
and the city of Leyawiin. Follow the road just south of Bravil and continue
following it until the daedric shrine marker appears on your compass. At this
point stray from the road and head southwest towards the shrine. You will see
a statue of the daedric prince Sheogorath, and a bunch of his worshipers. If
you speak to these people, you will quickly come to the conclusion that
they're nuts. Well, in the midst of their ramblings they will tell you to ask
Ferul Ravel, so speak with him and he will tell you what to do in order to
converse with Sheogorath. He tells you that Sheogorath requires an offering
of one lesser soul gem, one head of lettuce, and some yarn. You must be at
least level two to begin this quest.
These items should be fairly easy to get a hold of. You can visit the Mythic
Emporium in the Imperial City Market District and purchase a Lesser Soul Gem
from Calindil, though you may have one in your inventory already as they are
quite easy to come by. You can buy some lettuce from The Feed Bag, also loca-
ted in the Imperial City Market District. As for yarn, you can just search
around the Market District and you should be able to find one. Look in boxes
and barrels, which are littered throughout the District. When you have obtain-
ed these items, return to the Shrine of Sheogorath and present them to the
statue. Sheogorath wants you to visit the peaceful settlement of Boarder
Watch, locate their shaman and ask about the K'Sharra prophecy. The Boarder
Watch settlement is just south of Sheogorath's shrine, so get yourself over
there.
Once you have arrived, you will need to locate the settlement's shaman,
Ri'Bassa. He should be pretty easy to find, but he does move around quite a
bit. If you are having a hard time locating him, you can set "Sheogorath" as
your active quest and the active quest marker will attach itself to him. When
you have found him, initiate a conversation with him and select "K'Sharra
Prophecy." Ri'Bassa's disposition towards you must be at least 60 in order for
him to tell you about the three signs of the K'Sharra Prophecy. Either persua-
de or bribe him to get his disposition to at least 60, and then try asking him
about the K'Sharra Prophecy again. Apparently, the K'Sharra Prophecy has three
signs: The first sign is vermin infestation, the second sign is plague which
wipes out all of their livestock, and Ri'Bassa refuses to discuss the Plague
of Fear.
If you ask about Boarder Watch, he will tell you that the Boarder Watch Inn
has a large collection of cheeses. This doesn't appear to be important
information, but you need to get the cheese and use it to attract a large
wave of rats to the settlement. Head over to the Boarder Watch Inn and step
inside. As you enter, to your left there are a couple of display cases with
very hard quality locks. Inside is a large assortment of cheeses. Unless you
have a high security skill, you will need to get the key from the Inn keeper.
If you do have a high security skill, or know a good method to pick very hard
locks, just go into sneak mode and open the display case with the single piece
of cheese in it and steal it. Remember that if the eye icon turns bright and
solid, you are noticed, so only attempt to pick the lock if the icon is still
faded. If you ask S'thasa about the cheese, she confirms that it would attract
rats.
When you have the Olroy cheese, exit the Boarder Watch Inn. In the middle of
the top level of the settlement, there is a cooking pot hanging over the fire.
Approach it and press A to activate the cooking pot when prompted. Place the
Olroy cheese in the cooking pot, then stand back and watch as a swarm of rats
approaches. Ri'Bassa will run around and drop some Rat Poison on the ground,
I think you know what to do with this. Take some rat poison off of the ground
and head to the left of the cooking pot. Open the old gate, step inside and
approach the feeding trough in the distance. Press the A button when prompted
and place the rat poison in the feeding trough. After you have done this, wait
for awhile and you will hear the voice of Sheogorath, who tells you to get to
the center of Boarder Watch and await the final sign. The Plague of Fear is...
Well... You'll just have to see it for yourself.
When the show is over, return to the Shrine of Sheogorath and you will be
rewarded with the Wabbajack. The Wabbajack is a staff, when used, it will
change a creature in to a different creature for a short duration of time.
Essentially, a useless item.
==============================================================================
...Vaermina - (DQ14)..........................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Vaermina - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Southwest of Cheydinhal, |
| | near Lake Poppad. |
|------------+-----------------------------|
| Requires | Black Soul Gem |
|------------+-----------------------------|
| Level Req. | Level 5 |
|------------+-----------------------------|
| Reward | Skull of Corruption |
o------------o-----------------------------o
To find Vaermina's shrine, travel southwest from Cheydinhal. If you look
at the map of Cyrodiil, Vaermina's altar sits right next to the first "P" in
"Lake Popped." When you have arrived, locate and speak to a dark elf by the
name of Aymar Dovar. He tells you that in order to converse with the daedric
lord Vaermina, you must offer a Black Soul Gem to the altar. You must be at
least level 5 to begin this quest.
Getting your hands on a Black Soul Gem is no easy task. First, you need to
find a plain, empty Grand Soul Gem. You will also need some way to cast a
Soul Trap spell. You can find the Soul Gem in the Imperial City Market
District. You should be able to purchase an empty Grand Soul Gem from the
Mystic Emporium. For the Soul Trap spell, you can purchase it from several of
the Mages Guild Halls in Cyrodiil. If you want direction, travel to Cheydin-
hal, locate the Mages Guild here and speak to Trayvond the Redguard while he
is selling spells. Buy the Soul Trap spell from him.
When you have both of these, you will need to find a necromancer altar where
black soul gems are created. One such altar is known as "Dark Fissure," it can
be found just east of Vaermina's altar. It is near the tip of the Reed River
on the eastern side. In front of Dark Fissure, you should see a necromancer's
altar. You can use this altar to create black soul gems by placing a grand
soul gem in the altar, then casting a Soul Trap spell on it. This will only
work when there is light shining on the altar, and this happens rarely. If
there isn't light shining on the altar when you first arrive, use the wait
feature to pass 24 hours. If light still isn't shining on the altar, pass
another 24 hours and so on. When there is light shining, place your grand
soul gem in the altar, aim your Soul Trap spell at the altar and hit it. Open
the altar and retrieve the newly created black soul gem. Once you have this
item, return to Vaermina's altar and offer the soul gem to the altar.
Vaermina wants you to retrieve an orb that has been stolen by a wizard named
Arkved. You must travel to his tower, retrieve the Orb of Vaermina and bring
it back to the altar. Arkved's tower is south of the altar, it has been marked
on your map and the active quest marker on your compass will lead you to it.
Find the entrance to his tower and step inside. You will meet some resistance
along the way, so be careful. Follow the arrow on the compass through this
initial area and enter Arkved's Void. Follow the series of bridges and enter
Arkved's Lost Halls. You will encounter several Daedra in these halls, so
remain vigilant. Follow the arrow to the door leading to Arkved's Hall of
Changes.
There are more Daedra in this area. Follow the arrow on your compass to the
Rending Halls. In Arkved's Rending Halls, you'll find, you guessed it, more
Daedra. The last area is Arved's Death Quarters, you can find the Orb of
Vaermina sitting on a table in this room. When you have obtained the orb, step
through the wooden door leading back out to the Nibenay Basin and return to
Vaermina's shrine. Speak to the daedric lord once more, she will give you the
Skull of Corruption for retrieving her orb and completing the task. This is an
interesting artifact, it will clone anything that it is targeted at. Have fun!
==============================================================================
...Hermaeus Mora - (DQ15).....................................................
==============================================================================
+~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| - Hermaeus Mora - |
+~-~-~-~-~-~-+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-+
| Location | Far northeast of Chorrol. |
|------------+-----------------------------|
| Requires | Must complete every other |
| | Daedric Shrine quest. |
|------------+-----------------------------|
| Level Req. | Level 20 |
|------------+-----------------------------|
| Reward | Oghma Infinium |
o------------o-----------------------------o
Hermaeus Mora, once you complete each and every other daedric shrine quest,
you will be able to take a quest from him. After completing each of the
daedric shrine quests, go to sleep in any bed. When you wake up, you will
encounter a man named Castas Falvus. He tells you that you have been summoned
by Hermaeus Mora. Be certain that "Hermaeus Mora" is your active quest and
a marker will be placed on the world map, pointing to the shrine.
The path to the Hermaeus Mora shrine is relatively long. The shrine sits high
up on a mountain, but there is a trail that you can follow that will lead you
right up to the shrine. The trail starts a little west of Bruma, near where
you see "The Orange Road" printed on the world map. It is near the Echo Cave,
just a little south from there. The trail is lined with rocks, so you should
be able to see where the trail starts and it should be very easy to follow.
When you have found the trail, follow it all the way up to the shrine. It may
not seem like it, but this trail will indeed lead you straight to the altar.
Approach the altar and summon Hermaeus Mora. If you meet the requirements, the
daedric lord will give you a task. Hermaeus provides you with a special spell
and a soul gem. With Mora's Soul Trap spell and Hermaeus Mora's Soul Gem, Mora
wants you to capture ten souls so his followers can perform a divination. You
must capture ten souls, one of each race. Now, this won't be a difficult task
if you are not opposed to murdering innocent people. You can probably find one
character of each race in each of the major cities. I do suggest that you
refrain from doing this, as you may kill a side quest giver unknowingly. You
can travel to other Daedra shrines and capture the souls of some of the
followers there, since they won't be needed for any quests in the future. To
capture a soul, all you must do is cast Mora's Soul Trap on the target, then
kill them. Their soul will be placed in Mora's Soul Gem and you will receive
a notification telling you that you have captured a soul of that race.
Another option you have is capturing souls from bandits, marauders, or other
human enemies. Bandits are usually either Khajiit, Redguard, Wood Elf or Dark
Elves. Marauders are usually Argonians, Orcs, Imperials or Nords. You can
encounter bandits in camps or usually as you are following a road. Travel to
several different camps and you should be able to get the soul of a Khajiit,
Red Guard, Wood Elf and Dark Elf. A good place to search for marauders is
Rockmilk cave, north of Leyawiin. To find it, leave Leyawiin from the west
and follow the road north until a cave icon appears on your compass. It is a
very large area with many marauders. You shouldn't have difficulty capturing
Argonian, Orc, Imperial and Nord souls. As for High Elves and Bretons, you
will have to find a necromancer lair. One such lair that you can visit is Fort
Linchal, north of Kvatch. On the world map, just travel north from the "h" in
"Kvatch."
By traveling to Rockmilk Cave and Fort Linchal, you should be able to capture
a soul from each of the ten races. When you have all ten of the souls, return
to Hermaeus Mora's shrine and give him the soul gem. For completing this task,
the daedric lord Hermaeus Mora will reward you with a special skill book, the
Oghma Infinium. When you read this book, you will be given the option of
reading the Oghma Infinium in a certain way. You have three choices: The Path
of Steel, the Path of Shadow, or the Path of Spirit. Each of these paths will
raise three different skills by 10 levels, as well as one attribute. The Path
of Steel will raise Blade, Heavy Armor and Blunt, and it will boost the
Strength attribute. The Path of Shadow raises Sneak, Security and Light Armor,
as well as the Agility attribute. Finally, the Path of Spirit raises Destruc-
tion, Conjuration and Restoration, as well as the Intelligence attribute.
------------------------------------------------------------------------------
- Knights of the Nine - [W07]
------------------------------------------------------------------------------
Pilgrimage.................................................(KN01)
The Shrine of the Crusader.................................(KN02)
Priory of the Nine.........................................(KN03)
Nature's Fury..............................................(KN04)
Stendarr's Mercy...........................................(KN05)
The Path of the Righteous..................................(KN06)
Wisdom of the Ages.........................................(KN07)
The Faithful Squire........................................(KN08)
The Sword of the Crusader..................................(KN09)
The Blessing of Talos......................................(KN10)
Umaril the Unfeathered.....................................(KN11)
Knights of the Nine is a downloadable quest line for the PC and Xbox 360
versions of The Elder Scrolls IV: Oblivion.
If you are playing Oblivion on the Xbox 360 console and have access to Xbox
Live, you can purchase and download Knights of the Nine from the Xbox Live
Marketplace for 800 MP. Unfortunately, if you do not have access to Xbox Live,
you cannot download this extra quest line. Luckily, Bethesda has announced an
Oblivion Game of the Year edition, which will have both the Shivering Isle
expansion pack and the Knights of the Nine downloadable content packed in.
Just sit tight and be patient.
If you are playing the PC version of Oblivion, you can purchase the Knights
of the Nine from Bethesda's online store, located here:
http://obliviondownloads.com/StoreCatalog_ProductList.aspx?SubCategoryId=1
Alternatively, for PC users, Knights of the Nine is included in the "The Elder
Scrolls IV: Knights of the Nine Oblivion Downloadable Content Collection",
available in stores.
For those playing on the PS3 console, Knights of the Nine is included on the
disc. No need to purchase/download anything.
==============================================================================
...Pilgrimage - (KN01)........................................................
==============================================================================
To begin, travel to Anvil City. On the west side of Anvil City, there is a man
called "The Prophet." He's in the area just across from the chapel. Speak to
him and ask about the attack on Anvil. Work your way through his dialogue
tree. You will learn of Umaril, the one who is responsible for the attack on
the chapel in Anvil. To stop Umaril, ancient relics need to be retrieved.
Though you are eager to help, you must first complete a pilgrimage to the
Wayshrines of the Divines. You are provided with a map to help you locate
these shrines. You have to visit eight of the shrines on the map, doing so
will deem you a worthy knight.
Take a look at the map. As mentioned before, you need only visit eight of the
shrines on this map. It would be easiest to travel to them in a coherent order
here's the proposed path: Arkay -> Mara -> Dibella -> Akatosh -> Julianos ->
Kynareth -> Stendarr - > Zenithar. You can travel to each shrine in any order
you please, but for the sake of following this walkthrough, use the aforement-
ioned order. Unfortunately, there is no symbol on the compass to denote one of
these wayshrines, nor do green active quest arrows appear on your compass.
Arkay - Head north from the Brina Cross Inn, which is right above the "G" in
"The Gold Coast." It is just east of the Bleak Mine.
Mara - Travel to the Cursed Mine, outside of Skingrad to the West, and travel
northwest from this location. You will not have to travel far.
Dibella - Travel to the North Country Stables outside of Chorrol. From here,
head southeast. You won't have to travel far. As you come down the hill, you
should be able to see the shrine.
Akatosh - This one is a little bit difficult to get to. Look to your world
map, "The Orange Road" is south of Bruma. Start from the Wildeye Stables, east
of Bruma, and travel along "The Silver Road" until you reach the split to The
Orange Road. Travel along The Orange Road, keeping an eye on the right side of
the road. Once you reach the set of stone steps on the right side of the road,
head up, Akatosh's Shrine is at the top. If you reach the "d" in "The Orange
Road" on the world map, you've gone way too far.
Julianos - Look to your world map. Southeast of the Imperial City, there is
a fork in the road, one path leads to the Nibaney Valley, the other leads to
"The Yellow Road." Travel to this fork and take the east road, the one leading
to The Yellow Road. Keep an eye on your left as you travel along this road,
Julianos' Shrine is somewhere along the left side of the road. If you reach
the Cracked Wood Cave, you have gone too far.
Kynareth - I hope you're prepared for a trek. This shrine practically sits on
the "s" in the "The Nibaney Basin," east of the Imperial City, on the world
map. If you have any locations close to there on your map, fast travel there.
Zenithar - Start from the "Bay Roan Stables," outside of Bravil. Travel north
along the road leaving Bravil. You will soon see Zenithar's Shrine up ahead.
Stendarr - Travel to the "Five Riders Inn" outside of the Leyawiin West Gate.
Follow the west road leaving Leyawiin. It will be a long walk, but eventually,
when the road curves east, you will be able to see Stendarr's Shrine ahead of
you. Can't miss it.
Once you have prayed to eight of the wayshrines, you will receive a vision
from the Divine Crusader. If you're afraid of heights, don't look down!
==============================================================================
...The Shrine of the Crusader - (KN02)........................................
==============================================================================
The Crusader's Shrine is located underwater, near the Imperial City bridge.
Set "The Shrine of the Crusader" as the active quest. A red arrow will point
you towards the ruins underwater. Locate the stone door to "Vanua" and head
inside. There are various undead creatures in here, so be careful. If you are
not properly equipped to face these enemies, you can turn back now and get
yourself some silver or magic weapons. Follow the red arrow, it will lead you
to the next room. There are a few obstacles in your way, however. When you
reach the room that has the four Welkynd Stones mounted on pillars, across
from the northwestern one, there is a switch that, by pressing it, will create
a doorway through the adjacent wall. Eventually, you will find yourself before
a wooden door, leading to "The Shrine of the Crusader."
Follow the green arrow on your compass, you will come to the corpse of one Sir
Amiel. The journal found on Amiel's body speaks of the Knights of the Nine and
their headquarters, the Priory of the Nine. Be sure to take the key from the
corpse. Use this key to unlock the Iron Gate on the western wall in this room.
There's a hole in the wall here that will lead you to another area. You won't
be able to take the Helm of the Crusader just yet, go through the wooden door
leading to the "Lost Catacombs." Make your way through this room, you will
eventually reach a different door, leading back to The Shrine of the Crusader
area. The Helm lies before you, pick it up to complete the quest. You can
simply hop down from this platform to avoid having to travel through the Lost
Catacombs once more.
==============================================================================
...Priory of the Nine - (KN03)................................................
==============================================================================
Before you proceed, be sure that you have some sort of weapon that will damage
a ghost. The Priory of the Nine is located near the first "W" in "The West
Weald" on the world map. With "Priory of the Nine" set as your active quest,
an arrow will point you to it. Fast travel to the location on your map nearest
to the Priory and travel the rest of the distance on foot. Once you have
reached the location, find the wooden door leading to "The Priory of the Nine"
and head inside. Upon entering, turn to your left and look in the corner to
your left. There is a Knights of the Nine symbol here. With Sir Amiel's Ring,
you can activate it. Doing so will create a set of stairs, leading down into
the Priory Basement. Locate the door leading to the "Priory Undercroft" and
enter the next room. The Cuirass of the Crusader is straight ahead, go for it.
You will be confronted by the ghost of Sir Amiel. Behind you, a circle of
fallen knights have formed. You are to face each one of them in combat, only
then will you be able to obtain the Cuirass of the Crusader. You shouldn't
have any trouble defeating them, they do not use magic or anything like that,
just straight up swordplay. You will have to face each of the fallen knights,
but you should be able to handle this without any problems due to level
scaling. Once you have faced and defeated the final knight, Sir Amiel, the
Cuirass is free to be taken. Now, to receive the quests for the other pieces
of the Divine Crusader's armor, you must speak to each of the fallen knights.
Speak to Sir Casimir about the Gauntlets, to receive the quest "Stendarr's
Mercy." Speak to Sir Ralvas about the Mace of Zenithar for the quest, "The
Path of the Righteous." Sir Juncan will tell you of the Boots of the Crusader,
giving you "Nature's Fury." Speak to Sir Henrik about Fort Bulwark for the
Shield quest, "Wisdom of the Ages." You can attempt this quests in any order
you wish (though you must complete "Nature's Fury" before you can complete
"The Path of the Righteous"). If you are following this walkthrough
exclusively, you may as well complete them in the sequential order below.
==============================================================================
...Nature's Fury - (KN04).....................................................
==============================================================================
Be sure to set "Nature's Fury" as your active quest. The arrow points to a
location west of the Imperial City. Fast travel to the location on your map
closest to this point, then walk the rest of the way. You will find yourself
before a giant statue. Locate and speak to Avita Vesnia, who should be in the
area, near the statue. Speak to her about the "Boots of the Crusader." Work
your way through the dialogue tree until you reach "Very Well, I shall take
the test." The green active quest arrow will not point you towards the Grove
of Trials that Avita mentioned, where the test will take place. Stand in the
middle of the grove, you'll know that you are on the correct spot because you
will receive a "Quest Updated" pop-up.
Stay where you are. A giant bear will appear, the Forest Guardian, and will
attack you. Do not fight back. Let the bear hit you a few times, you will soon
receive a "Quest Updated" pop-up, letting you know that you passed the trail.
A boulder will fall, revealing a door leading to Kynareth's Grotto. Enter, the
boots are straight ahead on a pedestal. You will meet no resistance from the
Spriggans within the grotto.
==============================================================================
...Stendarr's Mercy - (KN05)..................................................
==============================================================================
Set "Stendarr's Mercy" as your active quest. The active quest arrow will point
you towards the Chapel of Stendarr in Chorrol. Travel to Chorrol and check it
out. The arrow points you to the Gauntlets of the Crusader, though they are
too heavy for you to lift. Look for the High Elf named Areldur, he should be
somewhere in the chapel. Ask about the gauntlets, working your way through the
dialogue tree, you will learn of someone named Kellen, a descendant of Sir
Casimir. Kellen resides in the Chapel Hall, follow the arrow on your compass
to this location. After a short chat with Kellen, return to Areldur and speak
with him once more.
He explains that the only way to lift the curse, would be for one to take it
upon them selves, thus lifting it from Kellen. Well, since you want those
gauntlets, you'll have to take the curse upon yourself. It's really not as
bad as it sounds. Return to Kellen and tell him what you have learned. Head
back upstairs and approach the "Altar of the Nine" in the middle of the
chapel. Activate it, you will be granted the ability to lift the curse from
Kellen. Go back to Kellen, in your spell menu look for the "Lay Hands" spell,
under Lesser Power. Use this spell on Kellen to lift the curse. You yourself
are now cursed, but you can now obtain the gauntlets. Go back upstairs and
take what is now rightfully yours.
==============================================================================
...The Path of the Righteous - (KN06).........................................
==============================================================================
Be sure to set "The Path of the Righteous" as your active quest. The arrow
points to "The Great Chapel of Zenithar" in Leyawiin. Travel to this location
and proceed inside. Upon entering, you will be approached by a knight named
Carodus Oholin. Speak to him if you wish. Follow the red arrow on your compass
to the "Chapel Undercroft." Approach the "Tomb of Saint Kaladas" and activate
it. You will be transported to a strange area. The Mace of the Crusader can be
seen in the distance. You must have completed "Nature's Fury" to complete this
quest, you'll need to equip the Boots of the Crusader. With the Boots of the
Crusader on, walk across the now visible path. Approach and pick up the Mace
of the Crusader. It's as simple as that.
With the Mace in your possession, you will be transported back to the Chapel
of Zenithar. Head back upstairs. A battle with Umaril's minions will take
place at this point. Kill them all to complete the quest. Carodus will ask you
if he can join your order, allow it.
==============================================================================
...Wisdom of the Ages - (KN07)................................................
==============================================================================
Fort Bulwark is located just above the "d" in "Blackwood" on the world map.
Set "Wisdom of the Ages" as your active quest so you can easily find it by
simply following your compass. Travel there and locate the wooden door leading
inside. It's kind of hard to follow your compass in here, more often then not
you will just end up unable to find your way to the next room. From the
entrance, move forward, turn left when you have to, then at the split instead
of going forward turn left. Turn right as soon as you can. You will be on an
upper level. Here, there is a raised bridge and an iron gate that cannot be
opened. Cross the stone bridge to the opposite end and travel the path until
are in a room with a red carpet. There is a switch that you need to activate
in here. It's straight ahead as soon as you enter, under the lit torch.
Activate it, then turn to leave the room. Turn LEFT at the first passage and
continue this way. You will reach another switch. Activate it to lower some
bridges and open the gate. Return to the stone bridge area and go through the
newly opened gate. Cross the bridges, you'll find yourself in front of some
floor panels. You must walk on the floor panels in a certain way to unlock the
iron gate at the end of this passage. The candles are your guide here, the
number of candles next to the set of floor panels tells you which panel you
need to step on. Notice the single candle next to the first set of floor
panels, this means you must cross over the first floor panel, the one farthest
to the left. On the right side of the next set of floor panels, there are two
candles. This means you must step over the middle panel.
_ _
1 |X| |_| |_|
_ _
3 |_| |_| |X|
_ _
2 |_| |X| |_|
_ _
1 |X| |_| |_|
Like so. Once you have crossed in this order, the gate will be raised,
allowing you to proceed through the door on the opposite side. This next area
is quite straightforward. Following your compass will actually help you here.
When you reach the raised bridge, to the left of it is the switch to lower it.
Cross the bridge, on this platform turn left and activate the switch here. The
bridge ahead of you will be lowered, while the one behind you is raised. After
crossing the bridge, head down the stairs. You'll come to an area with several
statues. Clear the room of enemies first. Now, notice the circle in the middle
of the statues. You must use the handles on the statue to turn them so that
they are facing towards the circle. Once you have set them up this way, stand
on the circle and wait.
A doorway has opened to the left of the platform with the giant statue on it.
Leave the circle, head down the tunnel and go through the door at the end.
You will eventually find yourself in another puzzle room. Approach the chest
on the platform and withdraw the first item. What you must do here is place
the correct item in each of the chests in this room. Upon removing in item
from the main chest, you will be shown the correct location of one of the
items that needs to be placed. In that aspect, this puzzle could be likened to
a memory game. Here's a diagram, showing where each item must be placed:
__ __
| | - Gem Stone - | |
|__| |__|
_______
__ | | __
| | - Skull | Item | Helm - | |
|__| | Chest | |__|
|_______|
__ __
| | - Hammer Goblet - | |
|__| |__|
Book Sword
___ / \ ___
|___| |___|
When you have placed each item into its respective chest, a new path will
open up before you. Head up the steps, past the item chest, and follow this
tunnel. You will eventually reach the Shield of the Crusader. If you want to
get out of here quickly, there is no need to travel through the entire dungeon
again. Climb down the stairs and turn left. Next to the platform that was
holding the relic, there is a tunnel leading up to a door. Follow this tunnel
to its end, go through the door and you will come to an iron gate. To the
right of it, there is a switch. Activate the switch to raise the gate. You're
now back on the stone bridge area. Simply drop down and make your way to the
entrance.
==============================================================================
...The Faithful Squire - (KN08)...............................................
==============================================================================
Now, with the Helm, Cuirass, Boots, Mace, Gauntlets and the Shield of the
Crusader, return to the Priory of the Nine. Upon entering, a squire by the
name of Lathon will initiate a conversation with you. He will tell you the
story of one Sir Roderick, now deceased. Lathon will hand over the Greaves of
the Crusader. After the conversation, Lathon asks you to make him a Knight of
the Nine. Do so. While you're at it, there should be people standing about in
robes, speak to each of them and make them Knights.
You're next stop is a location called "Underpall Cave", where the Sword of
the Crusader will be. Be sure that "The Faithful Squire" is your active quest,
then exit the Priory of the Nine and travel to Underpall Cave. Before you
proceed, make sure that you have a weapon that can damage ghosts.
==============================================================================
...The Sword of the Crusader - (KN09).........................................
==============================================================================
Sir Lathon is with you, you may as well tell him to wait outside before you
enter Underpall Cave, since he won't be much help anyway. Follow the red
active quest arrow on your compass to "Underpall Keep" and head inside. There
are plenty of skeletons in here, so be cautious. Follow the red arrow to a
door leading to the "Underpall Reflecting Chamber." Following the green arrow
here will lead you to the wraith of Lord Berich Vlindrel. He's got some nasty
spells in his arsenal, just be careful. When you have defeated the shade, pick
up the desecrated Sword of the Crusader. You must travel to the Chapel of
Arkay in Cheydinhal, where it can then be reconsecrated.
Travel to Cheydinhal, enter the Chapel of Arkay. More minions inside. Kill
them all, then approach the Altar of the Nine in the middle of the chapel.
Once you have done this, you will have all eight of the Divine Crusader
relics. Travel back to the Priory of the Nine.
==============================================================================
...The Blessing of Talos - (KN10).............................................
==============================================================================
Upon your arrival, you will be approached by one of your knights. Follow him
into the chapel. Speak to the Prophet. He explains how you are to defeat
Umaril. You are given the blessing of Talos, which will allow you to follow
Umaril's spirit once you have killed him physically, allowing you to destroy
him utterly. After the conversation, there are probably a few non-knighted
people in the chapel. Speak to them and accept them into the order.
==============================================================================
...Umaril the Unfeathered - (KN11)............................................
==============================================================================
Set "Umaril the Unfeathered" as your active quest. To defeat Umaril, you must
travel to Garlas Malatar where he currently resides. Your knights have
gathered outside of these ruins and are preparing to assault. Once you have
reached Garlas Malatar, head inside. Down the stairs, turn left, hop down
and activate the push block on the stone platform, turn left and follow this
passage. You need only follow the green arrow on your compass, you will
eventually reach a door leading to an area called "Garlas Malatar Ceysel." The
iron gate ahead is locked, but turn right and hit the push block on the wall
here. Go through the raised iron gate. In this room, a battle with Umaril's
Aurorans and your knights will take place. Take care not to accidentally take
a swing at one of your allies, though this may prove difficult.
The Aurorans will spawn continuously, so leave the knights behind and locate
the doorway leading up to the blue orb. Travel up the stairs and eventually,
you will find yourself on the platform with the orb. Approach the orb,
activate it to destroy it. Follow the red arrow on your compass, you will come
to a stone door leading to "Garlas Malatar, Carac Abaran." Follow the green
arrow to a room with a circular fountain at its center. Here, you will face
the physical form of Umaril the Unfeathered. This guy can be rather tough, but
it depends on how you have built your character. He not only uses his giant
sword, he also uses magic spells. You can easily dodge his spells, however,
just back away after damaging him to put some distance between the two of you.
Once he is dead, make sure that you pick up the sword that he drops. When you
are ready to proceed, go into the spell menu and select "Blessing of Talos"
from Lesser Power. Cast this spell on yourself, your surroundings will slowly
shift. Umaril's spirit form is essentially the same as his physical form, so
go about defeating his spirit form the same way you did his physical form.
When you have defeated him, you can try to grab his sword again as you fall,
but if you can't do not worry about it, it is the same as the one that you
picked up from his physical form. After the battle, you will appear back in
the Priory of the Nine. You'll be approached by Thedret, after a short chat
follow him outside. Hail the Lord Crusader!
That's it, you've completed the Knights of the Nine quest line. There are some
perks, of course. You are now in possession of the Divine Crusader armor, not
a bad set of armor at all. You can have one of the nights at the Priory follow
you. You can also pray at one of the fallen knight's tombs in the undercroft.
Doing so will fortify one of your attributes permanently, until you pray to one
of the other knight's tombs. If you want to wear the Divine Crusader armor,
your infamy must remain below 2! If your infamy climbs above 1, you will have
to go on the pilgrimage again if you wish to equip the Divine Crusader armor.
------\=======================================================================
[*05] \ - Side Quests -
--------\=====================================================================
------------------------------------------------------------------------------
Anvil Quests [S01]
------------------------------------------------------------------------------
- Newheim's Flagon......................................................(AN01)
- The Ghost Ship of Anvil...............................................(AN02)
- The Siren's Deception.................................................(AN03)
- When the Vow Breaks...................................................(AN04)
- Where Spirits Have Lease..............................................(AN05)
------------------------------------------------------------------------------
Bravil Quests [S02]
------------------------------------------------------------------------------
- Caught in the Hunt....................................................(BR01)
- The Forlorn Watchman..................................................(BR02)
- Through a Nightmare, Darkly...........................................(BR03)
- Buying a House in Bravil..............................................(BR04)
------------------------------------------------------------------------------
Bruma Quests [S03]
------------------------------------------------------------------------------
- A Brotherhood Betrayed................................................(BU01)
- Two Sides of the Coin.................................................(BU02)
- Lifting the Veil......................................................(BU03)
- Buying a House in Bruma...............................................(BU04)
------------------------------------------------------------------------------
Cheydinhal Quests [S04]
------------------------------------------------------------------------------
- A Brush with Death....................................................(CH01)
- Corruption and Conscience.............................................(CH02)
- Darkness Eternal......................................................(CH03)
- The Renegade Shadowscale..............................................(CH04)
- The Wayward Knight....................................................(CH05)
- Buying a House in Cheydinhal..........................................(CH06)
------------------------------------------------------------------------------
Chorrol Quests [S05]
------------------------------------------------------------------------------
- A Shadow Over Hackdirt................................................(CR01)
- Canvas in the Castle..................................................(CR02)
- Fingers of the Mountain, Part II......................................(CR03)
- Separated at Birth....................................................(CR04)
- Legacy Lost...........................................................(CR05)
- Sins of the Father....................................................(CR06)
- The Killing Field.....................................................(CR07)
- Buying a House in Chorrol.............................................(CR08)
------------------------------------------------------------------------------
Imperial City Quests [S06]
------------------------------------------------------------------------------
- An Unexpected Voyage..................................................(IM01)
- Imperial Corruption...................................................(IM02)
- Unfriendly Competition................................................(IM03)
- Order of the Virtuous Blood...........................................(IM04)
- The Collector.........................................................(IM05)
- Nothing You Can Possess...............................................(IM06)
- Secrets of the Ayleids................................................(IM07)
- The Arena.............................................................(IM08)
- Origin of the Grey Prince.............................................(IM09)
- Buying a House in the Imperial City...................................(IM10)
------------------------------------------------------------------------------
Leyawiin Quests [S07]
------------------------------------------------------------------------------
- Mazoga the Orc........................................................(LE01)
- Knights of the White Stallion.........................................(LE02)
- Tears of the Savior...................................................(LE03)
- Whom the Gods Annoy...................................................(LE04)
- Buying a House in Leyawiin............................................(LE05)
------------------------------------------------------------------------------
Skingrad Quests [S08]
------------------------------------------------------------------------------
- Buying a House in Skingrad............................................(SK01)
- Helping Hands.........................................................(SK02)
- The Rosethorn Cache...................................................(SK03)
- Paranoia..............................................................(SK04)
- Seeking Your Roots....................................................(SK05)
------------------------------------------------------------------------------
Settlement Quests [S09]
------------------------------------------------------------------------------
- A Venerable Vintage...................................................(VQ01)
- Bear Season...........................................................(VQ02)
- Goblin Trouble........................................................(VQ03)
- Go Fish...............................................................(VQ04)
- No Stone Unturned.....................................................(VQ05)
- The Gravefinder's Repose..............................................(VQ06)
- The Potato Snatcher...................................................(VQ07)
- The Sunken One........................................................(VQ08)
- Raid on Greyland......................................................(VQ09)
- Revenge Served Cold...................................................(VQ10)
- Zero Visibility.......................................................(VQ11)
------------------------------------------------------------------------------
Miscellaneous Quests [S10]
------------------------------------------------------------------------------
- The Battle for Castle Kvatch..........................................(UA01)
- Imperial Dragon Armor.................................................(UA02)
- Vampire Cure..........................................................(UA03)
------------------------------------------------------------------------------
Downloadable Content [DLC]
------------------------------------------------------------------------------
- Horse Armor...........................................................(DC01)
- Repairing the Orrery..................................................(DC02)
- Frostcrag Spire.......................................................(DC03)
- Dunbarrow Cove........................................................(DC04)
- Unearthing Mehrunes Razor.............................................(DC05)
- Deepscorn Hollow......................................................{DC06)
------------------------------------------------------------------------------
- Anvil Quests - [S01]
------------------------------------------------------------------------------
==============================================================================
...Newheim's Flagon - (AN01)..................................................
==============================================================================
This quest goes along with the Fighters Guild quest line's "A Den of Thieves."
You get this quest when speaking to Newheim and asking him about his heirloom,
which he mentions when you ask him for information on the thieves' lair.
Newheim wants you to retrieve a flagon that was taken from him by the thieves.
It has apparently been in the family for generations, and is very important to
him for obvious reasons. Inside Hrota Cave, in the large, open area, there is
small pit in the middle. You can find Newheim's Heirloom on the wooden table
in this pit. Bring the flagon back to Newheim in Anvil to receive his thanks
and three "Newheim's Special Brew(s)."
==============================================================================
...The Ghost Ship of Anvil - (AN02)...........................................
==============================================================================
Travel to the Anvil dock area and locate the ship "The Serpent's Wake." Hop
on deck and speak to the High Elf Varulae. She asks you to retrieve her
crystal ball for her, which is located in the hold of the Serpent's Wake ship.
According to Varulae, the former crew of the ship have all been slain, leaving
some nasty vengeful spirits in their place. Make sure that you have either a
silver or a magic weapon/arrows so you can actually damage the enemies in the
Serpent's Wake. Once you have agreed to assist Varulae, she will provide you
with a key to the ship. Use the key to open the wooden door and step inside.
Once inside, step through the door in front of you.
Inside, you will find the spirit of one of the slain crewmen. Kill the enemy
and then examine the body on the bed. Take the two keys from the body, you can
use one of the keys to open the locked chest near the bed if you wish. With
two keys in hand, head back to the entrance way and look to the floor for a
trap door leading to the mid-deck area of The Serpent's Wake. Down below, you
will encounter some more spectral sailors. When the two spirits have been
dealt with, look around for another trap door leading down to the ship's Cargo
Hold. As soon as you appear in the cargo hold, look to your right for a chest.
Open this chest and inside you will find Varulae's Crystal Ball. There are
a couple of spectral sailors down here too, but once you have the crystal ball
you can choose to simply run out of the ship to avoid fighting the spirits.
With the crystal ball in hand, return to Varulae on the ship's deck. Speak to
her, she will thank you for your help and reward you with the captain's encha-
nted cutlass, "Redwave."
==============================================================================
...The Siren's Deception - (AN03).............................................
==============================================================================
This quest is activated when you hear a rumor about an all female gang of
thieves that operates in Anvil. They use their allure to bring men to their
hideout, where they then proceed to rob the man blind. If you speak to almost
any NPC in Anvil, the "Gang" dialogue option should be available. Select
"Gang" and the NPC will point you towards two people, Gogan and Maelona. Look
to your local area map or follow the compass to Gogan and Maelona's home
within the city of Anvil. Step inside when the door is unlocked, locate and
speak to Maelona. She will explain the whole situation to you. She claims that
while Gogan was with the gang, they stole a valuable family heirloom from him.
You can locate and speak to Gogan for some additional information about "The
Flowing Bowl," otherwise, make your way to the Anvil dock area and enter The
Flowing Bowl inn. Inside, wait until Signy and Faustina enter. Approach them
and they will give you an offer. They tell you to visit the Gwenden Farmhouse
outside of Anvil around eleven in the evening for a "Night of Fun." Oooo, will
we be playing Scrabble? If your character is female, however, they will offer
to let you join their gang. Wait until it is eleven in the evening, then
proceed to the Gwenden settlement located outside of Anvil. Enter the
farmhouse and inside you will encounter the gang of thieves.
When you reveal that you are only there to retrieve Gorgan's stolen ring, the
women will begin attacking you. You have no choice but to kill them all, there
is no reasoning with them. It's three on one, but you shouldn't have too much
trouble defeating them, since they are all unarmored. Once they are all
slain, Gorgan and Maelona, now wearing Anvil guard uniforms, will enter the
farmhouse and explain the whole thing. Maelona will reward you with some gold
coins for your efforts. You can take the key to the Gwenden Farm Basement from
one of the girl's bodies and use it to open the door. Down in the basement,
you will find all of the stolen goods that the gang acquired. Be sure to take
the enchanted "Witsplinter" dagger dropped by one of the girls as well.
==============================================================================
...When the Vow Breaks - (AN04)...............................................
==============================================================================
Travel to the Whitmond settlement just outside of Anvil's north gate. Speak to
Maeva and ask about her husband. She tells you that her husband left her,
bringing her family heirloom with him. The mace that was taken from Maeva is
named Rockshatter. Her husband, Bjalfi the Contemptible, chose to join a
marauder gang operating in the Fort Strand ruins just east of the city of
Anvil. Travel to this fort and enter. You will have to travel through the
initial area of Fort Strand and enter the "Fort Strand Dome" area. Be careful,
as there are marauder's roaming the halls of the fort. Be wary of the various
traps as well. Follow your compass to the Fort Strand Dome and locate Maeva's
husband.
Bjalfi will be surrounded by some fellow marauders, as well as the warlord.
You're going to want to be extra careful here, as the Rockshatter that
Bjalfi is wielding has some nasty shock damage enchantments on it. Keep an
eye on your health at all times, as these enchantments are sure to deplete
your health at a surprising rate. When you have killed Bjalfi and the other
marauders, pick up the Rockshatter that he drops and exit Fort Strand. Return
to Maeva at the Whitmond settlement and speak with her. She will thank you
for retrieving the family heirloom and will reward you with some gold coins.
Alternatively, you can use the newly acquired weapon to beat her over the
head, allowing you to keep it for yourself.
==============================================================================
...Where Spirits Have Lease - (AN05)..........................................
==============================================================================
Speak to some NPCs wandering the streets of Anvil and select "Rumors" from the
list of dialogue options. Somebody should tell you about Velwyn Benirus, who
is looking to sell a manor that he owns in Anvil. Alternatively, you may also
overhear NPCs discussing the manor on the street, which will also add the
quest to your journal. The "Velwyn Benirus" option should then become availa-
ble in most of the Anvil NPCs' dialogue trees. Speak to someone in Anvil and
select this option. They will point you towards "The Count's Arms" inn. Locate
Velwyn inside and speak to him about the manor for sale. Velwyn wants five
thousand gold for the manor. Seems a little too good to be true. There has to
be a catch, right? There is, buy the house from Velwyn, then locate your newly
acquired home and step in.
It's dark in here, you will need a torch or Nighteye so you can see where you
are going. Be sure to have either a silver or enchanted weapon/arrows in your
inventory, then make your way to the upper level of the manor and take a quick
nap. You awaken to quite a sight; ghosts floating over your bed! There's the
catch you were expecting, the house is haunted. Velwyn didn't even have the
decency to even subtly mention that fact to you upon exchange of the deed.
Well, there's not much you can do about it now, you've got a haunted house
on your hands. Since I'm fairly certain that there is no Ghost Buster team
operating within Cyrodiil, you will have to fix things yourself.
Head down to the lower level of the manor and locate the glowing green jar on
the floor in the entrance room. Take the Skeletal Hand, then read and take the
scrap from Lorgren's diary, it tells of a secret passage in the manor that
only one of pure Benirus blood can open. You will have to find and speak to
Velwyn, unfortunately he seems to have dodged town after successfully selling
the deed to you. Return to the Count's Arms and speak to Wilbur about Velwyn.
He tells you that Velwyn has taken up lodgings in the Imperial City. He can be
found in the Imperial City's Elven Gardens District.
Travel to this area and find Velwyn, who is in the King and Queen Tavern.
Speak to him about Lorgren Benirus, he tells you that he was slain by the
Mages Guild for openly practicing the art of necromancy. Speak to him about
lifting the curse on the manor. If you have the diary entry, Velwyn will agree
to travel to Anvil to help you access the secret room in the manor so that the
curse can be lifted. Exit the tavern and travel back to Anvil and enter The
Count's Arms inn. Speak to Velwyn inside and tell him that you're ready to
go. Follow him to the manor and enter.
Be sure to grab the Skeletal Hand from the glowing green jar in the entrance
way if you haven't already. Lead the way to the Benirus Manor Basement, you
should meet little resistance along the way. There are a few ghosts down here,
you will have to kill them all before you can proceed. When the way is clear,
lead Velwyn through the basement to the room with the sealed portal. Velwyn
will open the door for you, then he runs. Wuss. Step through newly accessible
passage. Inside you will find Lorgren's skeleton as well as some necromancy
items. When you are ready, activate Lorgren's altar. Lorgren will convince
you to rejoin his hand to his body so he can finally be at rest. Approach the
skeleton and do as he asks.
Of course, the disembodied voice deceives you. He, in fact, has absolutely no
intention of making good with the people he has wronged. He instead uses the
hand to return to life in lich form. Lorgren can be quite difficult if you are
at a lower level, his spells deal a lot of damage if you don't have any magic
resistance. If you have a bow, it will come in useful for damaging Lorgren.
Just make sure to have magic or silver arrows in your inventory. If you want
to get close to him and try to take him out, just keep your eye on your health
bar the whole time and down a healing potion if necessary. Once the lich has
been defeated, you can grab the Tome of Unlife from the desk by the passage,
pretty cool looking book. Return to The Count's Arms and speak with Velwyn
inside. Now your home is nicely repaired and completely furnished. Enjoy!
------------------------------------------------------------------------------
- Bravil Quests - [S02]
------------------------------------------------------------------------------
==============================================================================
...Caught in the Hunt - (BR01)................................................
==============================================================================
While in Bravil, you may possibly overhear that Ursanne Loche's husband,
Aleron, has gone missing. Try asking some random NPCs about "Rumors" and this
quest should appear in your journal. Once the quest is in your journal, it's
just a matter of locating Ursanne Loche so you can ask her about her missing
husband and see if you can assist her. Locating Ursanne Loche is easily done
by selecting "Caught In The Hunt" as your active quest. With that done, the
active quest marker will attach itself to Ursanne, allowing you to locate her
with ease, since she does tend to move around a bit. After speaking with
Ursanne, you will learn that Aleron was an avid gambler and that he ended up
owing money to the wrong people, this ultimately led to his disappearance.
Kurdan gro-Dragol, the Orc usurer, can apparently be found at the Lonely
Suitor Lodge in Bravil. Locate the lodge and step inside. Kurdan should be
nearby, if not try checking upstairs. You might have to try persuading or
bribing Kurdan, if his disposition towards you isn't high enough. Once Kurdan
is willing to talk, he tells you that he does indeed know the location of the
missing Aleron, but he first wants you to retrieve the Axe of Dragol, a family
heirloom that was lost by one of his relatives on Fort Grief Island. If you
don't retrieve the axe. Aleron will die. Before you set out, make sure that
you have some healing/magic restoration items, repair hammers if needed and
some arrows if you are using a bow. When you are ready, speak to Kurdan and
tell him so. Locate the boat by the dock in Bravil and take it out to Fort
Grief Island.
When you reach the island, approach the gate leading into the fort and look to
the right of it for a switch. Use this switch to open the gate and proceed
inside. Inside, you will come across Aleron, the missing husband. Speak to him
and you will discover that you are now trapped in Fort Grief. There is in fact
no axe, the axe made up in order to get you trapped inside of Fort Grief,
where you will be some hunter's prey in Kurdan's sick game dubbed "Hunter's
Run." You are told that they only way to leave the fort and get off of the
island is to enter the fort and kill the hunters within, one of which will be
holding a key that will open the gate. It seems like a long shot, but you've
got no other choice. Locate the old wooden door leading to the hunter's run
and proceed inside.
All of the hunter's in the Hunter's Run area are marked on your compass. You
will need to kill all of the hunters in the first area, then you will need to
proceed into "Hunter's Abyss" and kill the final hunter, who holds the key to
your freedom. Follow your compass to each of the hunters in the initial area,
when they are all dead follow the red marker on your compass. Be sure to
search each of their bodies once you have killed them so you can retrieve the
keys. As you are walking through the Hunter's Run, be careful of the various
traps that have been planted. Once you have killed the final hunter, take the
Fort Grief Door Key and backtrack to the entrance.
Outside, you will witness Aleron's unfortunate death. There's nothing you can
do for the man at this point, aside from avenging his death. Defeat Kurdan,
take the real key from his body, go back inside the Hunter's Run, open the
door to the left, flip the switch and take the boat back to Bravil. Now you
will have to find Ursanne and notify her of her husband's death. Though you
could do nothing to prevent Aleron's death, Ursanne will give you the "Biogra-
phy of the Wolf Queen" book for your efforts. When you read this book, you
will gain one skill level in Speechcraft.
==============================================================================
...The Forlorn Watchman - (BR02)..............................................
==============================================================================
Speak to almost any NPC who is wandering the streets of Bravil and select the
"Rumors" option. They will tell you of an old man's ghost that can be seen
wandering the shores of the Niben Bay at night. This ghost is known as "the
Forlorn Watchman" by the people of Bravil. You are told to seek Gilgondorin
at Silverhome on the Water for more information. Locate the Silverhome on the
Water and speak to him about the ghost. Golgondorin will give you some additi-
onal information about the ghost known as the Forlorn Watchman, and he will
also mark the ghosts spawn location on your map. The ghost appears at the
Bawnwatch Camp every single night at 8. When it is around or after 8 at night,
follow your compass to the location marked on the map.
When you spot the ghostly figure along the shores of the Niben Bay, stand back
and watch it for moment. When the ghost starts moving, follow him. Eventually,
after a long hike, the ghost will stop and speak to you. You are told about a
"Mouth of the Panther" location. Return to Bravil and speak to Gilgondorin
about this location at the Silverhome on the Water. He tells you about the
Mouth of the Panther, and he marks the location on your map. Leave Bravil and
follow your compass to this location. When you arrive at the location, you
will find a small cargo ship, the Emma May, wrecked on the shore. Before you
proceed, be certain that you have either an enchanted or a silver weapon/arro-
ws and some way of creating light so you can see what you are doing. When you
are ready, approach the opening in the side and enter the wreck.
Inside the wreck, you will encounter the spirits of the former crew of the
Emma May. When the first area is clear, find the wooden door, open it and grab
the Emma May log on the table next to the bed. Follow the trap door in the
first area to the Emma May's mid-deck. Kill the spirits that you encounter
here and then proceed through the trap door to the Emma May lower deck. Here,
you will encounter the spirit of Gable the traitor. Defeat the spirit and take
the small key from its remains. With the key in hand, open the door in this
area and release the hanging skeleton. The Forlorn Watchman will appear and
thank you for releasing him. He will also let you take his map, which will
lead you to a treasure chest. Take the map and exit the Emma May. Follow your
compass to the treasure, it is in a small body of water. Open it and you will
find a wealth of gold and jewels.
==============================================================================
...Through a Nightmare, Darkly - (BR03).......................................
==============================================================================
To begin this quest, speak to Kud-Ei in the Bravil Mages Guild. Speak to her
about "Henatier," she will tell you about her friend. When you are ready,
speak to her and tell her so. Kud-Ei will lead you to Henatier's house, inside
you will find him immobilized, trapped in his Dreamworld. Start working
through Kud-Ei's dialogue tree to learn more about Henatier and how he came
to be in this state. If you wish to assist Kud-Ei, you will need to travel
into Henatier's Dreamworld by equipping the Dreamworld Amulet that he created.
Once you are prepared, speak to Kud-Ei and select "Yes, I'm ready." Put on the
Dreamworld Amulet and use the spare bed to travel to the Dreamworld.
When you arrive, you discover that your inventory has been wiped clean, save
for the Dreamworld Amulet around your neck. You are also unable to use any
magic while in the Dreamworld. By speaking to Henatier, you will learn that
he has lost some things in this Dreamworld, and he needs you to retrieve them
if you hope to return to the real world. There are four trials that you will
need to go through to retrieve Henatier's lost objects. You do not need to
attempt these in any specific order, but for the sake of this walkthrough,
follow them in the order that I cover them. Approach the door marked "Test of
Patience" and enter.
Open the study and take the Mysterious Scroll. Ahead, you will see some floor
panels that trigger a trap as you pass over them. If you have a large amount
of health, there is no need to be cautious, just run straight through here.
Save the game before you attempt this, however. Since you don't have any poti-
ons and cannot cast spells, you can press the Back button and wait for one
hour to completely restore your health. If you cannot get past the bolts
without dying, you will have to study the map to find the correct path that
will not set off the traps. It is quite dark in this area, if you are having
trouble finding your way, you can view your local area map to make sure that
you are headed in the right direction. You will eventually come to another
group of floor panels, you can take a couple of jumps across here to sustain
minimal damage. If needed, wait for an hour to fully recover, then continue
on. Cross another set of floor panels and activate the "Element of Patience"
to return to the Dreamworld lobby.
Next, take the door marked "Test of Perception." The trail ahead of you is
littered with traps. If you are having a hard time seeing, you can always look
to your local area map to make sure that you are correctly following the path.
Try to avoid the traps as best you can, though it can be difficult sometimes.
Eventually you will reach the "Element of Perception," take it to return to
the Dreamworld lobby. Locate the stairs on the top level and locate the door
marked "Test of Courage" and enter. Take the water breathing potion from the
Breathe jar, down it and follow the underwater path. It can be very hard to
see sometimes, at this point just keep on swimming down. You will encounter
another Breathe jar underwater, take the potion from it if necessary. Enter
the "Grotto of Courage" once you locate the wooden door and retrieve the
"Element of Courage" from this room.
The final test, the "Test of Resolve" is a little more difficult than what you
are used to so far. It all really depends on your level and character class.
When you start off, you will find a jar marked "Prepare" in front of you. You
can take the armor and weapons from here, there should be both a heavy armor
and a light armor set inside, the exact type varies depending on your current
level. There are also a few weapons that you can choice from, namely a blunt
weapon, a blade weapon and a staff for the magic types. When you've taken what
you need from the jar, don the equipment and proceed. In the dream arena, you
will have to fight two Dreamworld Minotaur. Basically, what you'll want to do
here is concentrate your attacks on one of them while trying your best to
avoid the other, so move around a lot. The minotaur are quite slow and their
attacks easy to dodge, but with two of them at once you have to be careful.
If you're really having a hard time, consider lowering the difficulty level
for the time being, since you can't leave here until you defeat them. Once you
have slain both minotaur, the path to the "Element of Resolve" will appear.
Take the steps up to the sphere and grab it. With all four elements in hand,
speak to Henatier. You will be transported back to the real world, he will
give you a magic scroll for rescuing him.
==============================================================================
...Buying a house in Bravil - (BR04)..........................................
==============================================================================
Speak to the Count of Bravil in the Castle Bravil Great Hall and ask him about
buying a house in town. If the Count won't talk to you about the house, either
persuade or bribe him to get his disposition above 60. He wants 4,000 gold for
the house. When you purchase the house, he will give you the key. Follow your
compass to your new abode and step inside. Impressive, huh? If you want some
furnishings for your new home, visit "The Fair Deal" and speak to Nilawen. You
can purchase them from her at a reasonable price.
------------------------------------------------------------------------------
- Bruma Quests - [S03]
------------------------------------------------------------------------------
==============================================================================
...A Brotherhood Betrayed - (BU01)............................................
==============================================================================
While walking the streets of Bruma, you may overhear some talk of a man named
Raynil Dralas. At this point, you can speak to almost anyone wandering the
streets of Bruma and the new topic "Raynil Dralas" should be available. If you
select this topic, you will be pointed to Bradon Lirrian's House, where Bradon
can be found slain. Apparently, Raynil Dralas is a vampire hunter, he claims
to have discovered that Bradon was a vampire, so he killed him. If the "Raynil
Dralas" topic is not available, you can simply visit the Lirrian Household to
receive the quest.
Inside, you will find a couple of Bruma Guards, Bradon's wife, and the slain
Bradon. By speaking to the investigators, you will learn the entire situation.
You will also learn that Bradon was apparently a good man, and no one could
have suspected that he was a vampire. After speaking to the guards, speak to
Bradon's wife, Erline. She explains that her husband was innocent, not a
vampire at all. Erline can't tell you where Raynil is, instead you will have
speak to either a merchant or an innkeeper in Bruma to see if they know of
his whereabouts.
Locate Olav's Tap and Tack. Once inside, locate and speak to the proprietor,
Olav. He will not give you information unless his disposition is at least 70,
either persuade or bribe him if it is lower than 70. He will tell you where
Raynil's room is and he will also give you the key. With the key in hand,
locate Raynil's room and step inside. Look for a book wedged in the corner of
the dresser to your right as soon as you enter. Read this journal and speak to
Olav about Gelebourne. For some additional information, return to the Lirrian
House and speak to Erline again.
Speak to Carius Runellius about Gelebourne, he is shocked by this new discov-
ery. He tells you to meet him at Olav's Tap and Tack in one hour. Wait for
Carius at the location. When he arrives, he tells you that Raynil was seen
heading west, coincidentally in the same direction as the cave mentioned in
Gelebourne's journal. Boreal Stone Cave has been marked on your map, you have
to get there before Raynil can retrieve the artifact and escape. Travel to
Boreal Stone Cave and when you are ready, step inside. Locate Raynil inside
and defeat him. Search for a chest and retrieve the Mundane Amulet. Return to
Erline and speak to her. The mundane amulet will be changed into the
Phylactery of Litheness, which Erline will allow you to keep.
==============================================================================
...Two Sides of the Coin - (BU02).............................................
==============================================================================
By speaking to one of the citizens of Bruma found wandering the streets, one
of them will likely mention Arnora Auria, who is apparently looking to find
some money that has been stolen from her. With "Two Sides of the Coin" set as
your active quest, the active quest marker will lead you to Arnora's house in
Bruma. Enter the house and speak to Arnora inside. Ask her about "Jorundr," if
she refuses to tell you anything, work on raising her disposition towards you
to something above 60. Select "Stolen Gold" from the dialogue tree to hear
all of the details. Arnora will proceed to tell you the whole story of the
stolen (or maybe re-stolen would be more appropriate) gold. She wants you to
head to the Bruma dungeons and speak to her husband Jorundr about said gold.
The Bruma dungeons are located within Bruma castle. To get to them, enter the
castle and turn right, go through the door into the "Bruma Barracks," in here
turn left and go through the door leading to the "Castle Bruma Dungeon." Find
and speak with the Bruma Jailor, who should be sitting at a desk just outside
of the cell area. Select "Visit a prisoner" and he will unlock the cell area
door for you. In this area, you can consult with Jorundr who is behind bars.
Upon speaking with him, he will immediately label you as an "outsider." You're
not going to get anywhere by speaking with him while you are outside his cell,
so unfortunately you have no choice but to get yourself thrown into jail. Now,
don't do anything rash mind you, just something that will get you thrown into
the slammer for a negligible amount of time. You can simply approach a marked
item, such as the tools on the table directly across from Jorundr's cell, and
press the LB button to pick them up. When the Jailor confronts you, select "Go
to Jail" from the list of available options.
Once inside of the jail cell, speak to Jorundr about the Stolen Gold. Jorundr
proceeds to tell you a completely different version of the story that Arnora
told you. He claims that Arnora framed him, and as his final act of revenge,
he wants you to kill her. Well, depending on the kind of character you are
playing, you may be against that. He'll tell you where the gold is, if you
bring him the amulet that Arnora wears around her neck as proof of her death.
There is a way around this however, but how you complete this task is ultimat-
ely up to you. Serve your time and when you are out, return to Arnora's house.
Confront Arnora about the stolen gold. She will, naturally, denounce Jorundr's
tale. She gives you two choices of what to do here, you can either kill her
and bring the true amulet to Jorundr in the Bruma dungeons, or you can do
things her way. Of course, if you want to kill her, it doesn't have to be a
crime. Just tell her that you are going to do it Jorundr's way and she'll
attack you. Run outside and the guard's should take care of her. If however,
you don't want to get any blood on your hands, choose to do things her way.
Arnora will give you a key that will open the locked chest next to her bed
on the lower level. Unlock the chest and within you will find her amulet. She
wants you to bring it to Jorundr, who will tell you the location of the gold,
she then wants you to return to her and give her half of the loot, with the
threat of tipping off the guards to the whole scheme if you don't.
First things first, head back to the Bruma dungeons and speak with Jorundr
once again. After showing him the proof of her death, he tells you that the
treasure is buried outside of the north gate. The active quest marker will
point to the gold, so follow it outside of Bruma to the gold's location. Of
course, you won't be able to claim the lost goods that easily, upon reaching
the location you will be confronted by one Tyrellius Logellus, who apparently
doesn't like you very much. Take care of the fool and you are free to claim
the gold for yourself. Inside the chest, you'll find a couple of books, some
gold, gems and jewelry. Doesn't seem like a stash worth killing someone over,
but whatever. Upon entering Arnora's house, you will discover that she has
been killed. Oh well, more gold for you!
==============================================================================
...Lifting the Veil - (BU03)..................................................
==============================================================================
Once you have acquired a certain amount of fame (10-20), while wandering the
streets of Bruma, you may be approached by one of the Countess of Bruma's
servants, who tells you that she wishes to speak with you about something. He
tells you when she is available, enter Bruma castle and speak with her between
the given times. It turns out that the countess has a penchant for Akaviri
relics, and she wishes for you to retrieve one in particular for her, the
Draconian Madstone. The thing can apparently be found in some ruins located
in Pale Pass. Countess Carvain promises to reward you with another Akaviri
relic if you retrieve the Madstone for her. You are provided with a diary that
you will need to use to locate the ruins, a landmark map found within the
diary, and a key that you must need to use to enter the ruins. The Countess'
scouts have already located one of the relics leading to the ruins, its up to
you to find the others. You're going to be facing some tough enemies, so be
sure that you have an adequate supply of healing items before embarking on
the quest. You'll also need a silver, magic or Daedric weapon/arrows.
Your quest begins at Dragonclaw Rock, the first landmark on the map. Carvain
was kind enough to mark Dragonclaw Rock on your map, so make your way to
closest waypoint and enter the area. By looking at your map, you can see that
from Dragonclaw Rock, you must head west to find a statue. So from Dragonclaw,
head west until you reach the "The Sentinel" statue. Looking at our map again,
it is clear that from this statue, we must head north to a cave. It is quite
simply baffling that, given the material at hand, Countess Caravain's scouts
(scouts being plural) could not find the remaining landmarks. Perhaps she
should look into rehiring. Enter "The Serpent's Trail," inside you will find
the body of the messenger who wrote the diary that the Countess gave to you.
Clutched in the skeleton's hands is a tablet containing the Akaviri's Orders
mentioned in the diary. It's fairly easy to find your way out of the cave,
there are some tough monsters in here though, so be careful. Use the local
area map if you are having trouble finding your way.
After locating the exit, you will find yourself in Pale Pass. It's pretty much
all downhill from here, quite literally. The entrance to the ruins can be
found by following the hill downwards. Of course, you will encounter some form
of resistance along the way, this resistance being trolls and/or ogres. When
you cannot progress north anymore, turn west and start heading in that
direction. You should see a frozen pond if you are at the right point. Near
some rocks on the pond, look for a Frozen Barrel, open it to find a crumpled
note and Rusty Key. Though of no importance to the quest, it couldn't hurt to
take it. You should be able to see the entrance to a fort as you continue
heading west. It is likely that you will encounter a final band of ogres
before you are able to proceed into the ruins, be careful, as ogres in packs
are quite deadly. If you have a bow, there are some boulders around that you
can perch on where the ogres cannot reach you, if you are playing that kind
of character. Don't even try to run, they will follow you into the ruins.
Inside the ruined fort is the entrance to the "Mouth of the Serpent." Inside
you will encounter a myriad of undead Akaviri warriors, so make sure to save
your game before heading inside. The halls of the mouth are rigged with traps,
mostly in the form of touch pads on the floors, so watch your step. The active
quest arrow will lead you through the ruins, just follow the arrow while
watching for traps on the wall, ceiling and especially the floor. At the end
of this area, you will come to a doorway leading to the "Eyes of the Serpent."
This area is nothing more than a connector to the next area of the Akaviri
Ruins. Since the active quest arrow seems to insist that you proceed through
the "Fangs of the Serpent" northern doorway, why not start there.
Same deal here, this area is full of traps and undead Akaviri. Careful, some
of the pillars here are equipped with arrow launching traps of death, proceed
past these with caution. Activating the lever will lower the bridge, allowing
you to get to the other side. What's on the other side? Surprise, more undead
Akaviri soldiers. Backtrack if need be. Once that has been dealt with, proceed
through the doorway leading into the "Venom of the Serpent." Oh, how ominous.
Here's where you may need that magic/Daedric/silver weapon. Inside you will
encounter a dead Akaviri soldier by the name of Mishaxi. Choose to tell
Mishaxi the orders, if you do he will allow you to step through the doors.
If you want to fight, tell him that you are there for the Madstone. It's best
not to fight him, as he is quite tough. The Madstone is sitting on a pedestal
behind where the commander was originally standing, approach and take it.
There are chests and such around too, so feel free to unlock them and take
what is inside if you have the picks.
When you are ready, head through the doorway here leading to the "Scales of
the Serpent." Follow the active quest arrow to a doorway leading back to the
mouth. From here, you can return to Pale Pass. You can fast travel directly to
Castle Bruma from here if you wish. When the Countess is available, approach
her and hand over the acquired Draconian Madstone. In return, you are rewarded
with a different Akaviri relic, the Ring of the Vipereye. Though not as useful
as the Madstone, it adds magic resistance and fortifies the agility attribute.
Nothing is stopping you from sneaking in at night, unlocking the display case
and taking the Draconian Madstone back for yourself, however...
==============================================================================
...Buying a House in Bruma - (BU04)...........................................
==============================================================================
Speak to the Countess of Bruma in the Castle Bruma Great Hall and ask her about
buying a house in town. If the Countess won't talk to you about the house,
either persuade or bribe her to get her disposition above 60. She wants 10,000
gold for the house. When you purchase the house, she will give you the key.
Follow your compass to your new abode and step inside. Impressive, huh? If you
want some furnishings for your new home, visit "Novaroma" and speak to
Suurootan. You can purchase them from him at a reasonable price.
------------------------------------------------------------------------------
- Cheydinhal Quests - [S04]
------------------------------------------------------------------------------
==============================================================================
...A Brush With Death - (CH01)................................................
==============================================================================
This quest becomes available when you ask one of the citizens of Cheydinhal
about Rumors. Ask people on the streets about Rumors until one of them
speaks of Tivela Lythandas and how she has been looking everywhere for her
husband. When they mention this, a new dialogue option will become available,
"Rythe Lythandas." Select this option to learn more. Apparently, Rythe is
quite the painter, but he has gone missing. Time to do some investigating.
First stop, the Lythandas household. With "A Brush With Death" set as your
active quest, the active quest arrow will point towards their home in
Cheydinhal. Enter and speak to Tivela inside. She'll fill you in on all of the
details. Agree to help her out and she'll hand over the key to Rythe's studio.
Let's have a look inside. It would be a good idea to save at this point.
Look to the painting on the easel in this room and enter the "Painted World."
Once inside the painting, you will be approached by none other than Rythe, who
will explain how this whole unfortunate predicament came about. According to
Rythe, you, much like himself, are now stuck in the painted world. Ask him
about the magic brush, and he will explain that he is in fact a fraud. Well,
whatever, that's not important now, what's important is getting Rythe and
yourself out of the painted world. You're going to have to kill the painted
trolls, and for this task you are provided with six bottles of turpentine.
When applied to a weapon or arrow, the weapon/arrow will be given the effect
of +250 damage to Painted Trolls for a single strike. You don't need to kill
the trolls, if you are fast enough, you can simply run away from them. You
must find the body of the Bosmer Thief and retrieve the Brush of Truepaint
from the corpse.
With the magic brush in hand, return to Rythe and speak to him. Rythe will now
be able to paint a portal that you can both take out of the Painted World to
safety. Step through the portal and back into the Lythandas' home. Once back
in Tamriel, speak to Rythe and he will reward you with the Apron of Adroitness
which fortifies the agility and intelligence attributes.
==============================================================================
...Corruption and Conscience - (CH02).........................................
==============================================================================
To activate this quest, speak to one of the citizens of Cheydinhal about
"Fines." This dialogue option should be available in the majority of the NPCs
dialogue trees. Whoever you speak to, you will be pointed to one Llevana
Nedaren, who is apparently particularly outspoken about these fines in the
city. With "Corruption and Conscience" as your active quest, the active quest
arrow will point to Llevana. Locate Llevana and initiate a conversation. Speak
to her about Ulrich, she'll tell you about her friend Aldos who has been fined
several times for being drunk and disorderly. He wasn't able to pay the last
two fines, so the guards have seized his home. She will then mentions Garrus,
the second in command. Apparently he isn't too happy with Ulrich and the fines
that he has been imposing on the people of Cheydinhal. She tells you that
Garrus can usually be found roaming the Cheydinhal Castle County Hall.
Locate Garrus in the Cheydinhal Castle and speak to him about Ulrich. Garrus
explains that he finds it suspect that Ulrich is able to buy items well out
of the range of a guard captain's salary. He believes that the money that
Ulrich generates from the arbitrary fines has been wrongfully going directly
to him. Garrus would like to see something done, but he can't say anything to
the Count without a solid witness. Aldos appears to be the man for the role.
Since his house has been seized by the guards, he is roaming the Cheydinhal
streets in his usual drunken state. Follow the compass to Aldos and speak to
him about Ulrich Leland. At the mention of the name, Aldos flies into a mad
rant. He tells you that he will settle this himself. There is nothing you can
do to stop him, unfortunately, just follow and watch the whole thing. As the
heated argument draws to a close, Aldos is unavoidably cut down by the city
guardsmen.
Locate Llevana once more and tell her the news. After hearing the news,
Llevana asks for you help to carry out a scheme to terminate Ulrich. Well,
this could turn out badly for Llevana, so you'd better consult Garrus before
doing anything. Garrus explains that you must enter Ulrich's room and locate
some incriminating evidence so he can be brought down to justice. You are
provided with a key to Ulrich's room. It would be a good idea to save the game
at this point, just incase you are caught trying to break into the room. They
Cheydinhal Castle Barracks can be entered by heading outside of the castle and
looking to the southwest portion of the wall. When you first enter, look to
the left for the door leading into Ulrich's room. Make sure that you are not
being watched when you use the key to open the door. Be certain that the eye
symbol is faded, as opposed to bright and solid. You can crouch down in the
shadows by the door, and this way you should be able to unlock the door
without being seen.
Inside the room, turn right and look on the dresser for a book with a letter
on top of it. This is the evidence that you need, take the Suspicious Letter
and exit the barracks. Return to Garrus in the Cheydinhal Castle County Hall
and present the letter to him. He tells you to meet him at the Cheydinhal
Bridge Inn in about two hours. Follow your compass to the Inn and wait inside.
When Garrus arrives, he'll tell you the good news. The bad guy is behind bars
and Garrus is the new guard captain. For your efforts, you are rewarded with
a small sum of gold.
==============================================================================
...Darkness Eternal - (CH03)..................................................
==============================================================================
Once you have completed the Dark Brotherhood quest line's "The Assassinated
Man," Vincente will offer to turn you into a vampire. If you accept Vincente's
offer, he explains that all you must do in order to be converted into a
vampire is sleep. That's right, all you have to do is sleep. Sleep somewhere
in the Sanctuary and Vincente will find and bite you in your sleep, thus
turning you into a vampire. Head to the Dark Brotherhood Living Quarters and
sleep in one of the beds there. As is explained to you, it will take three
days for you to be completely turned. For some information on each stage of
Vampirism, locate and speak to Vincente about this newly acquired "Dark
Gift" of yours.
Being a vampire is cool and everything, right? However may quickly grow tired
of the frequent stares, insults, and constant blood lust. That, or you're
really missing the ability to be able to travel out in the sun. Well, luckily
there is a cure for Vampirism. For more information on this cure, speak to the
very man that damned you, Vincente Valitieri. Ask about the cure, you are
pointed towards one Raminus Polus, whom you are familiar with if you have had
dealings with the Mages Guild. Raminus Polus resides at the Arcane University
in the Imperial City. Why not head over there and ask him about this supposed
cure? Enter the Arcane University and ask about the "Cure for Vampirism."
Raminus tells you that the Count of Skingrad has done the most recent research
on the subject of a cure. Since Raminus can't tell you anything, you'll have
to go and see the Count. Proceed with the "Vampire Cure" quest, for now. The
Vampire Cure quest is listed under the "Miscellaneous Quests" section.
==============================================================================
...The Renegade Shadowscale - (CH04)..........................................
==============================================================================
After completing the Dark Brotherhood quest line's "Scheduled for Execution"
quest, speak to the Argonian Teinaava in the Dark Brotherhood sanctuary in
Cheydinhal. He will ask you for a small favor, he wants you to hunt down his
old "friend" Scar-Tail, the renegade Shadowscale. Kill him and bring his
Argonian heart back to Teinaava. Scar-Tail is apparently living in the swamp
known as Bogwater. Bogwater is located southeast of the city of Leyawiin.
Travel to the Bogwater camp and find the renegade Shadowscale Scar-Tail.
You have two options here: You can either just simply kill him, no questions
asked, or you can speak to him. If you choose to speak to him, he will put
out an offer. If you let him live, Scar-Tail agrees to show you where he has
buried his treasure. In this case, you can take the Argonian heart from the
agent who tried to kill him previously, but failed to do so. He points you
towards his treasure, which is in a hollowed out rock right next to the camp
fire. The dead Argonian agent's body can be found underneath a tree near the
camp. Once you have the heart, return to the Dark Brotherhood sanctuary and
present the heart to Teinavva. He will give you the "Boots of Bloody Bounding"
which will fortify your acrobatics and blade skills while equipped.
==============================================================================
...The Wayward Knight - (CH05)................................................
==============================================================================
This quest is best completed alongside the main quest line's "Allies for
Bruma." There is an Oblivion gate that has opened outside of Cheydinhal's
walls. Speaking to Count Andel Indarys about this gate, he will tell you that
his son Farwil went inside the gate. The count requests your help, he wants
the gate closed and the safe return of his son. Make your way to the west
gates of Cheydinhal and speak to the guards there. The guards are gathered by
the gate, which is just north of the Black Waterside Stables outside of
Cheydinhal. As you approach, the guard named Amminus Gregori will initiate a
conversation with you. If you speak with him, he will tell you more about
Farwil and his organization, "The Knights of the Thorn." The Count is offering
a reward for his son's safe return, so step through the gate into the realm of
Oblivion. You've already been through an Oblivion gate before, so you should
know what to do.
You will find a fallen Knight of the Thorn a few feet in front of you... not
a good sign. Very cautiously begin your descent down the large hill in front
of you. Do not just jump plummet down, make small drops down the side of the
hill until you reach the two surviving Knights of the Thorn. Farwil Indarys
and Bremman are the only two survivors out of the seven Knights of the Thorn
that charged inside. Farwil refuses to return home without first getting that
Sigil Stone and completing the task, so you will have to let him tag along
and keep an eye out for him. Resist the urge to strike him down where he
stands and cross the bridge that is nearby. You really need to keep an eye
on him, he will charge into battle as soon as he spots an enemy, so make
sure you are attacking it to get its attention before he can. Luckily, it
appears that the enemies would rather kill you than Farwil.
If Farwil is really hurt, wait until there aren't any enemies nearby and you
can press the Back button, wait for one hour, and he will be completely healed.
At the end of the bridge you will find the "Chaos Stronghold." The Sigil Stone
is at the top of this tower, so head inside. I suggest saving the game right
outside of here. There are some enemies in here, remember to not let Farwil
out of your sight! Attack any enemies that are attacking him, he is very weak
and can not take too many hits. Locate the doorway to the "Rending Halls" on
this level. Head up the ramp and exit to the second floor of the Chaos Strong-
hold. Follow the path and enter "Corridors of Dark Salvation." Open the
Citadel Hall Door near the entrance and head up the ramp. Head up the ramp
just to your left as soon as you enter the room. There are enemies in here,
so run on ahead to get their attention before Farwil does. Head all the way
up and exit through the door leading to the next level of the Chaos
Stronghold.
I strongly suggest saving at this point, if Farwil is still alive and well.
Clear this area of enemies and then proceed up the ramp. Enter "Sigillum
Sanguis," the Sigil Stone is in this area. Farwil will likely spot something
and charge towards it. Follow him and make sure that it doesn't kill him.
When all is well, proceed to the top of this area and grab the Sigil stone.
When you reappear outside, speak with Farwil. You will gain the title of
"Honorary Knight of the Thorn" and he will give you a Knights of the Thorn
Medallion. Return to castle Cheydinhal and speak with Count Indarys. The
Count will give you the choice between two Indarys family heirlooms as a
reward: The Thornblade or the Staff of Indarys.
==============================================================================
...Buying a House in Cheydinhal - (CH06)......................................
==============================================================================
Speak to the Count of Cheydinhal in the Castle Cheydinhal Great Hall and ask
him about buying a house in town. If the Count won't talk to you about the
house, either persuade or bribe him to get his disposition above 60. He wants
15,000 gold for the house. When you purchase the house, he will give you the
key. Follow your compass to your new abode and step inside. Impressive, huh?
If you want some furnishings for your new home, visit "Borba's Goods and
Stores" and speak to Borba gra-Uzgash. You can purchase them from her at a
reasonable price.
------------------------------------------------------------------------------
- Chorrol Quests - [S05]
------------------------------------------------------------------------------
==============================================================================
...A Shadow Over Hackdirt - (CR01)............................................
==============================================================================
Dar-Ma, a friendly Argonian, may approach you and invite you to her mother's
shop in Chorrol. The "Northern Goods and Trade" shop, to be exact. Locate the
shop using the local area map while in Chorrol and speak to Dar-Ma's mother,
Seed-Neeus, when inside. Upon speaking to her, you will learn that Dar-Ma has
gone missing. Speak to Seed-Neeus about her missing daughter. According to
Seed-Neeus, Dar-Ma left to deliver goods to the settlement of Hackdirt, she
hasn't returned yet, so she has reason to worry. She was riding her horse,
Blossom, so you can use that to your advantage when you are attempting to
determine whether she is in the area or not. Seed-Neeus has marked the locati-
on of Hackdirt on your map. As you can see, it is quite literally in the
middle of nowhere. Just fast travel to the closest point that is available and
continue from there.
Upon your arrival, Hackdirt appears to be a nice, calm, normal little village.
Locate a man named Jiv Hiriel, who should be wandering around the settlement
grounds. He quickly advises you to leave, but you've got a quest to do. Start
by asking him about Dar-Ma. He quickly hushes you and tells you to meet him in
your house after dark, he assures you that the door will be unlocked. Wait
until it is after 7pm and locate Jiv Hiriel house. Enter and speak to the man,
he will tell you all about the villagers' plans of sacrificing Dar-Ma to
summon the "Deep Ones." Creepy. Anyway, Jiv provides you with a key that will
open the trap doors that lead into the underground. These trap doors can be
found in every house, Jiv tells you that your best bet would be to use the
one found inside the Moslin Inn. You can learn more about the Deep Ones by
speaking to Jiv, if you wish.
Locate the Moslin's Inn and step inside. If you wish, you can do some invest-
igating. Head up the stairs and into the guest rooms, within the drawers you
can find Dar-Ma's diary, it details the events that led up to her sudden
disappearance. Just like Jiv said, a trap door leading down to the Hackdirt
Caverns can be found inside the inn, it's just behind the counter in the far
right corner. Use the key to unlock the trap door and enter the caverns. Your
compass is pointing to Dar-Ma's cell, so follow it and speak to her. Agree to
let you out. The key that Jiv provided you with will unlock the cell, so you
don't need to use any lockpicks. Lead Dar-Ma back up the ladder and exit the
Inn. Give her time to locate her horse Blossom and then fast travel back to
Chorrol.
Follow Dar-Ma back to the Northern Goods and Trade and tell Seed-Neeus that
you managed to rescue her daughter. She will thank you, and your Mercantile
skill will be increased by one. A word of caution, don't visit Hackdirt again
unprepared, the people there won't be too happy to see you again...
==============================================================================
...Canvas the Castle - (CR02).................................................
==============================================================================
Speak with Countess Arriana Valga when she is available in the Castle Chorrol
Great Hall between 10am and 6pm. Speak to her about "Investigation," if she
refuses to tell you anything about it, either persuade or bribe her to raise
her disposition towards you. Once her disposition is above 60, she will tell
you that an heirloom of hers has been stolen. A portrait of her husband was
stolen and she would your help in recovering it. She wants you to locate the
painting and the culprit and bring them to justice. She provides you with a
key that will allow you to explore the majority of the castle. Ask her about
the Castle Residents, she will give you some leads that you can follow. You'll
have to go through the process of locating and questioning each of the
possible culprits. With "Canvas the Castle" as your active quest, the active
quest arrow will be pointing towards all of the people that the Countess
mentioned to you.
After speaking to all of the possible suspects (you must speak to ALL of the
suspects to proceed), the list can be narrowed down to two people, Orgnolf the
castle porter and Chanel the resident mage. Enter the private quarters and
look for the door leading into the West Tower. Look behind the boxes to your
left as soon as you enter for a trap door. Take it down and you will discover
an unusual painting, as well as some painting supplies. Someone in the castle
is apparently a painter. Next stop, Chanel's room. I'll tell you right now,
Chanel did it, but you will need some proof before you can condemn her. Locate
Chanel's room in the private quarters. Look in the Lectern in her room to
discover various painting supplies. Now for the last bit of evidence, head
back down to the Great Hall and enter the Dining Room. Look at the rug under
the table, locate the paint stains and examine them.
Head back to the private quarters and speak to Chanel. Accuse her of the
crime and she'll give you all of the details. You've got a choice here, you
can either rat Chanel out to the Countess, by doing so you will be rewarded
with a large sum of gold and some gems, or you can tell her that neither
Chanel or Orgnolf did it, you will be rewarded with a small sum of gold for
your troubles. If you chose to accuse neither suspect, speak to Chanel and
tell her the news. She will paint a picture for you, which will be ready in
three weeks time.
==============================================================================
...Fingers of the Mountain, Part II - (CR03)..................................
==============================================================================
This quest becomes available if you choose to give the "Fingers of the
Mountain" book to Earana instead of Teekeeus, as he requested. She will need
to spend a day translating the book, she will do this at the Grey Mare tavern,
where she has explicitly requested not to be disturbed. Wait for at least 24
in-game hours, then enter the Grey Mare and speak to Earana. She will give you
the notes of a translated portion of the text, she instructs you to read it
and then return to Cloud Top to acquire a very special power.
After reading the instructions, you will learn that you must first acquire a
Welkynd stone and a shock spell, then use these on the pillar in the middle of
Cloud Top. Welkynd stones are very easy to come by, just visit almost any
Ayleid ruin and you are sure to come across some. You can use any old shock
spell, be it a scroll or an actual spell. You can buy a cheap "Shocking Touch"
spell that anyone can cast from Edgar's Discount Spells in the Imperial City's
Market District. When you have obtained the required materials, return to Cloud
Top. With a Welkynd stone in your inventory, use the shock spell on the pillar
in the middle, you will get shocked and you are then granted the ability to
cast the powerful new spell.
The Finger of the Mountain spell is quite powerful, but if you're at a
relatively high level when you acquire this spell (We're talking 25+ here),
you probably won't have enough magika to cast it. The strength and the magicka
cost depends of the spell depends on the level you were at when you acquired
it. Once you are finished, you can still receive that recommendation from
Teekeeus, just return to the Mages Guild in Chorrol and speak to him. You will
be forced to steal the book back from Earana and bring it back to Teekeeus
in order to receive a recommendation from him. Return to the Grey Mare and
head up the steps, unlock the door to the room at the end of the hall. Unlock
the chest and take the Fingers of the Mountain book back. Return to Teekeeus
and give him the book.
==============================================================================
...Separated at Birth - (CR04)................................................
==============================================================================
To activate this quest, speak to citizens of Chorrol about "Rumors." One of
them will surely mention the current oddity that is Reynald Jemane, select
"Reynald Jemane," which should be available in all of the NPC dialogue trees
upon hearing the rumor. Apparently, Reynald has been spotted in Cheydinhal.
When approached by someone from Chorrol, he has no recollection of the person,
even if they have had prior meetings. It would be best to consult Reynald
Jemane about this directly, as it is likely that something's up. With
"Separated at Birth" as your active quest, the active quest arrow will be
pointing towards Reynald Jemane, wherever he is. Locate and speak to him, he
is evidently distraught about the whole thing. He asks you (well, maybe
ORDERS would be more appropriate) to travel to Cheydinhal, where you are to
locate his look-alike and confront him.
You can ask anyone in Cheydinhal about "Reynald Jemane." Whomever you ask,
they will tell you that no such person resides in Cheydinhal. They mention
that a man by the name of Guilbert Jemane does live in Cheydinhal, however.
You are told that he can be found over at the Newlands Lodge. Follow your
compass to the lodge and speak with Guilbert once inside. Guilbert is
astonished when you speak the name, apparently it was inconclusive whether
Reynald was still alive. He thanks you, and invites you to meet with him and
his long lost brother in Chorrol. Step outside of the lodge and fast travel
back to Chorrol. It will probably take Guilbert a long while to reach Chorrol,
so after fast traveling, feel free to wait for a few hours for him to arrive.
Once he reaches Chorrol, follow him to Reynald. After a short chat, speak to
Guilbert and he will thank you for reuniting him with his brother.
==============================================================================
...Legacy Lost - (CR05).......................................................
==============================================================================
This quest directly proceeds "Separated at Birth." If you have yet to complete
that quest, this quest will not be available. Speak to Guilbert about
"Weatherleah." He tells you that his brother and himself wish to reclaim the
estate that was taken over by ogres in the past. He is not sure of the exact
location, he was told by his father that it was somewhere "south of Chorrol,
north of Fort Carmala." Guilbert has good reason to believe that the estate
is still inhabited by ogres, he wishes for you to locate Weatherleah and
clear them out. You'll have to start by asking people around Chorrol about
the location of Weatherleah. Whomever you ask, they will undoubtedly point
you towards Sabine Laul of the Fighters Guild. You should be able to find her
in the Chorrol Fighters Guild Hall. Locate and speak to her about "Weatherl-
eah." Sabine kindly marks the location on your map.
Travel to Weatherleah and you will discover that the estate is indeed infested
with ogres. Dispose of the beasts, when you receive the message telling you
that they are all dead, return to Chorrol and deliver the news to Guilbert.
He can probably be found in The Gray Mare tavern. Approach and speak with him,
tell him when you are ready to travel back to Weatherleah. Exit the tavern and
fast travel to the estate, the Jemane brothers will travel there with you.
Once you have arrived, speak to Guilbert again, he will thank you with a small
sum of gold.
==============================================================================
...Sins of the Father - (CR06)................................................
==============================================================================
The quest is only available if you have completed "Legacy Lost." You have to
wait for a couple of days after completing the quest for this one to become
available. To begin, at least two days after completing "Legacy Lost", you'll
need to speak with a dark elf named Fathis Ules. A good place to start looking
for him would be the Oak and Crosier, which appears to be his main hangout.
Locate the Oak and Crosier on your map and step inside. It was around 3pm when
I went inside and found Fathis Ules. Speak to him and ask about the "Jemane
Family." Fathis proceeds to tell you the tale of Albert Jemane, father of
Reynald and Guilbert. Apparently he was quite the thief, he had stolen a
valuable Chorrol relic and decided to keep it for himself, instead of turning
it over to the thief organization he was working with at the time. Fathis
would like you to retrieve the item and bring it back to him. Unfortunately,
Fathis believes that the ogres that ransacked Weatherleah took the item with
them. Fathis is able to provide you with the location of their lair, so you
can enter and retrieve the item.
The ogre lair is just south of Chorrol, the "Redguard Valley Cave." Be certain
that you have an adequate amount of healing supplies before you proceed to the
cave, as you will face numerous ogres once inside. With "Sins of the Father"
as your active quest, the active quest arrow will be pointing to the ogre who
is holding the item that you are after. Follow your compass to the ogre
chieftain. You must kill him to get it, just be cautious as his attacks deal
a fair bit more amount of damage than the lesser ogres. Once he is dead, loot
his corpse and retrieve the Honorblade of Chorrol. Now that you have the blade
you have two choices here. You can either bring the blade back to Fathis at
the Oak and Crosier like he had asked, or you can return the blade to Castle
Chorrol, the original owners of the blade. I must warn you, if you do not sell
the blade to Fathis, you will not be able to use him as a fence in the Thieves
Guild. I am not sure whether this quest will conflict with the Thieves Guild
quest line if you haven't completed it already, so just to be safe, complete
the Thieves Guild quest line before making a decision here.
If you sell the blade to Fathis Ules and he will give you a fair amount of
gold. If you want to bring it back to the castle, speak with Laythe Wavrick
in the Castle Chorrol Great Hall. Speak with him about the "Stolen Item," he
will thank you and reward you with the Escutcheon of Chorrol. This is a very
good shield, it's the heavy armor class, fortifies the Endurance attribute and
reflects a certain percentage of enemy physical damage. Whichever route you
choose, you'll have to visit the Jemane brothers and explain to them what has
happened. Guilbert hands over 4 Soul Gems as thanks.
==============================================================================
...The Killing Field - (CR07).................................................
==============================================================================
To begin this quest, head over to The Grey Mare tavern. Inside, you should be
approached by a man named Valus Odiil, initiate a conversation with him and
ask about his "Sons." He explains that his two sons are planning to fight off
the creatures that have been terrorizing their farm located not too far from
Chorrol. In his old age, Valus cannot help them defend the farm, so he is
worried about his sons' safety. He wants you to go to Weynon Priory and meet
them there to help them fight of the creatures. When you are prepared, head
to Weynon Priory, there you will meet the two sons, Rallus and Antus. Speak
to Rallus and tell him that his father is not coming. He accepts your help,
and begins walking off to the killing field. Follow the brothers until you
reach the spot. It would be a good idea to save the game at this point, since
you'll want to keep both of them alive because the reward that you get for
doing such is quite good.
Always attack the goblins that are attacking Rallus or Antus, try to keep the
attention on yourself, though it is rather hard as the goblins appear to make
a beeline for the brothers when they have the chance. Even at a high level,
the goblins are relatively weak, so you shouldn't have too much trouble
defending the brothers. Once all of the goblins have been slain, return to
the Grey Mare and tell Valus that his sons are safe (or of any deaths). If
you managed to keep both of his sons alive, Valus will thank you by giving
you the Chillrend blade. If any of his sons died, he will give you a small
amount of gold for helping.
==============================================================================
...Buying a House in Chorrol - (CR08).........................................
==============================================================================
Speak to the Countess of Chorrol in the Castle Chorrol Great Hall and ask her
about buying a house in town. If the Countess won't talk to you about the
house, either persuade or bribe her to get her disposition above 60. She wants
20,000 gold for the house. When you purchase the house, she will give you the
key. Follow your compass to your new abode and step inside. Impressive, huh?
If you want some furnishings for your new home, visit "Northern Goods and
Trade" and speak to Seed-Neeus. You can purchase the furnishings from her at
a reasonable price.
------------------------------------------------------------------------------
- Imperial City Quests - [S06]
------------------------------------------------------------------------------
==============================================================================
...An Unexpected Voyage - (IM01)..............................................
==============================================================================
To begin this quest, travel to the Imperial City Waterfront and locate "The
Bloated Float Inn" by using the local area map if need be. Enter the boat
tavern and speak to Ormil about getting a bed for a good night's rest. Pay for
the room and Ormil will point you to your room. Locate your room and take a
nap. It doesn't matter for how long, just sleep in the bed for at least one
hour. When you awaken, you will receive a message stating that the Bloated
Float Inn has been put to sea while you were asleep. Leave your room and you
will run into a man by the name of Lynch. Basically whatever you choose, Lynch
will end up attacking you. Kill him, search his body and take the Storage Room
key. Locate the storage room and unlock the door to free Graman gro-Marad the
bouncer. When you are ready, head back onto the Tavern Deck. You'll encounter
another thief named Minx. You'll have to kill her too, since she will not
believe that you are a member of the gang.
Search her body and take the Top Deck key. Proceed to the top deck area, you
will encounter yet another thief, this one named Wrath. Kill him and retrieve
Ormil's cabin key. Head back to the previous area and let Graman know that the
top deck is now clear. Locate and unlock the door leading to Ormil's cabin.
Inside you will encounter the gang's leader, Selene. Ormil will try to help
you fight her, so be careful as to not strike him. When she is dead, take the
Blackwater Blade that she drops and speak to Ormil. After speaking to him
about the group of thieves, head back to the inn deck area and sleep in your
room. When you awaken, the Bloated Float will have returned to the Imperial
City. Before leaving the Bloated Float, speak to Ormil once more, he'll hand
over the reward for the capture of Selene.
==============================================================================
...Imperial Corruption - (IM02)...............................................
==============================================================================
To begin this quest, travel to the Imperial City Temple District and speak to
either Ruslan or Luronk gro-Gluzrog about a "Corrupt Imperial Watchman."
Simply look to the local area map while in the Temple District and locate
either one of their homes. If one appears to be unoccupied, they may be in the
other person's house together, so check both. Speak to them about the Watchman
and you will learn that they were unfairly fined for something that they did
not do. The event happened at "Jensine's 'Good as New' Merchandise" in the
Imperial City Market District, start by heading over there. She won't tell you
anything about the corrupt watchman unless her disposition towards you is
above 70. Raise her disposition if need be, and then ask her again. She'll
tell you all about Audens Avidius and his unfair fines. Audens must be brought
to justice, but unfortunately only another watch captain can arrest him.
You're going to have to locate an Imperial Watch. A good place to start looking
is the Imperial City Waterfront, there should be one patrolling the area. Ask
about the "Corrupt Imperial Watchman" and you will be pointed towards a watch
captain. With "Imperial Corruption" set as your active quest, the active quest
arrow will point to the mentioned watch captain. Follow it and speak to the
captain about the corrupt watchman. You may be pointed towards another captain
by the name of Hayn, if so follow the arrow to him. Hayn tells you that he
needs two witnesses before he can do anything. Who better than Luronk and
Ruslan. Locate them (the active quest arrows are pointing towards them) and
select "Testify against Audens Avidius." Get both of them to testify. You're
going to have to wait until the next morning, at around 10am you should
receive a message saying that Audens was arrested.
==============================================================================
...Unfriendly Competition - (IM03)............................................
==============================================================================
To begin this quest, visit "Jensine's 'Good as New' Merchandise" in the
Imperial City Market District while it is open. Once inside, speak to the
proprietor, Jensine, about a man named Thoronir. She tells you all about the
Society of Concerned Merchants and the shop owner Thoronir, who is evidently
quite the thorn in their side. The Society is convinced that Thoronir must be
obtaining his merchandise by foul means, since he is able to charge such low
prices for it. She tasks you with finding out exactly where Thoronir gets his
merchandise, with the promise of a cash reward if he is brought to justice.
The best place to start would be Thoronir's own shop, to question the man
himself. Thoronir owns the Copious Coinpurse, also in the Imperial City Market
District. Enter the Coinpurse and speak with Thoronir inside. Asking him about
his "Inventory" won't get you anywhere, since he is unwilling to talk
specifics. You have no choice but to wait until the shop closes and then
follow Thoronir to see what he is up to.
The store closes at 9pm, so find a good spot outside of the store and wait.
When Thoronir leaves the store, go into sneak mode and follow him. Be sure to
keep a fair distance from him, you don't want to him to spot you and get
suspicious. It may take a while for Thoronir to reach his destination, but
just keep on following him. Eventually, through following him, you will reach
a meeting point in the Imperial City Market District where Thoronir will
converse with a Nord by the name of Agarmir. They discuss the inventory, but
it remains unclear where the inventory is actually coming from. It is clear,
however, that it must be through illegal means. Your new target is Agarmir,
start following him now and see what he does. You will eventually be led to
Agarmir's house. Now that you know the location of his house, you will have
to go back there during the day to investigate while he is not there.
Visit Agarmir's house the next day after 5pm, make sure that nobody sees you
picking the lock as it is breaking and entering, which is a crime. Once inside
move across the room, unlock the door and go down into Agarmir's basement.
Inside you will find some clothes, an assortment of human remains as well as a
shovel and a pair of mud caked boots. Take the Macabre Manifest that is on the
table and leave Agarmir's house. Visit the Coinpurse once more and speak with
Thoronir, tell him about his "Taken from the Dead" inventory. Exit the shop
and travel to the Imperial City Palace area. Follow the active quest arrow to
the Trentius Family Mausoleum and head inside. Agarmir and his companion have
set a trap for you, and you have fallen into it. Kill Agarmir and the other
man, loot their bodies afterwards.
Take Agarmir's shovel as next to Lord Bellirus' casket as proof of his crimes.
Before leaving here, locate Calliben Trentius' casket at the north end of the
mausoleum and look behind it to find the "Calliben's Grim Retort" mace. With
this, leave the mausoleum and return to Thoronir. He will thank you for your
help and give you the "Weatherward Circlet" which provides Fire and Frost
resistance. Locate Jensine and show her the manifest and shovel, she'll give
you some gold as a reward.
==============================================================================
...Order of the Virtuous Blood - (IM04).......................................
==============================================================================
While wandering around Temple District, you may be approached by a woman named
Ralsa Norvalo. She tells you that her husband, Gilen, needs your assistance.
Gilen wants you to meet him at the house of someone named Seridur who resides
in the Imperial City Temple District. There, everything will be explained.
Head to Seridur's house, which is on the side of the District opposite of the
Norvalo's, and head inside. When you enter, you will be greeted by the home
owner. He will lead you to the basement, which acts as a headquarters for the
Order of the Virtuous Blood. Seridur explains that the order's purpose is to
defend the citizens of the Imperial City against the evil that is vampires.
Seridur further explains that Roland Jenseric, who also resides in the Temple
District, is in fact a vampire. The order would like you to dispose of him.
Unfortunately, it is not known where he currently is, Seridur suggests
searching his home in the Temple District to find out more.
You will need to pick the lock to Roland's house, be certain that nobody sees
you picking the lock, as it is breaking and entering which is a punishable
offense in Cyrodiil. Crouch down by the door and wait until the eye icon is
faded, this indicates that you are not being watched. As soon as you enter,
head to the table in front of you. Look on top of the book on this table to
find a "Love Letter from Relfina." The letter mentions a cabin where Roland
and his girlfriend Relfina meet, located east of the Imperial City. The
location is marked on your map as "Roland Jenseric's Cabin." Leave the city
and travel to the cabin. Enter and you will find Roland within. Choose not to
kill him, he quickly explains that Seridur is the actual vampire.
He tells you the story of his girlfriend Relfina and how she was attacked by
Seridur one night. Apparently, Seridur has been known to visit the First
Edition book store in the Imperial City Market District on occasion. It would
be best to consult the owner, Phintias, so you can learn more about Seridur.
Once at the First Edition, speak with Phintias about Seridur. He'll tell you
about Memorial Cave, apparently a usual hangout spot of Seridur's. Phintias
is kind enough to mark the cave on your map so you can reach it easily. The
cave is just outside of the Imperial City, travel there and head inside.
It turns out that Memorial Cave is a vampire den. The active quest arrow is
pointing towards Seridur's location, so all you need to do is follow your
compass until you reach him.
It is likely that you will contract Porphyric Hemophilia also known as the
"Vampire disease," as you will encounter numerous vampires in this cave. Just
make sure that you cure the disease before you change into a vampire, if that
is something that you don't want. There are various undead type creatures in
Memorial Cave as well, so remain cautious as you move through the tunnels. Be
sure to pick up all of the Vampire Dust that you come across along the way,
you can sell it after this quest.
After you have found and killed Seridur, return to Roland at his cabin and
deliver the news. The Order lives! Head back to the Temple District and
Seridur's old pad. Go down to the basement and talk to Roland. He invites you
into the newly reestablished order and gives you the "Ring of Sunfire," which
has disease resistance and spell reflection effects. From now on, if you bring
Vampire Dust to Roland, he will give you 250 gold per dust. Remember to pray
at the temple in the Temple District if you happened to contract Porphyric
Hemophilia while fighting the vampires in the cave.
==============================================================================
...The Collector - (IM05).....................................................
==============================================================================
If you have ever come across an Ayleid Statue while exploring an Ayleid Ruin,
you've probably been wondering just what its purpose is. They're tied to this
quest, actually. You need to find nine different Ayleid Statues, all of which
are hidden deep within an Ayleid Ruin. There are many Ayleid Ruins in
Cyrodiil, however not all of them contain an Ayleid Statue. Finding ten of
these statues when there are so many dungeons may seem like a daunting task,
but lucky for you, you've got this walkthrough to help you out. Be sure that
you have a weapon that can damage ghosts (just in case) and plenty of lock
picks before you enter any of these ruins.
Once you have gotten your hands on one Ayleid Statue, head to Umbacano Manor
during the day in the Imperial City's Talos Plaza District. You'll be
approached by a man named Jollring. Show him the statue and he'll take you to
see his master, Umbacano. He will offer to buy the statue from you for 500
gold. Sell it to him. For each statue that you bring to Umbacano, he will buy
it from you for 500 gold.
The Ayleid Ruins that contain an Ayleid Statue are:
Culotte
Fanacas
Mackamentain
Moranda
Ninendava
Vilverin
Wendelbek
Wendir
Welke
Wenyanda
To quickly find a walkthrough for a particular ruin, press [Ctrl]+[F] and type
the name of the Ayleid Ruin in the box.
Culotte - Southeast of the Imperial City, next to the "T" in "The Yellow
Road." Down the winding stairs, move forward and drop down to the level below
as soon as you can. Travel southwest until you find yourself on another stone
bridge, overlooking two areas full of biers. Drop down to the area on your
left. Turn around, and go through the passageway here. The Ayleid Statue that
you are looking for is in between the three pillars in this room.
Fanacas - Fanacas might take a bit of effort to get to. It is located north-
east of Cheydinhal, to the right of the "e" in Lake Arrius. Start from Lake
Arrius. You will have to climb up a few hills, just travel on the grass when
you cannot ascend. When you have arrived, locate the door and head inside.
From the entrance, continue moving straight until you find yourself in an area
surrounded by water. Follow the stone walkway that you are first on to its
end. Be careful of the falling blades section, they deal a fair amount of
damage. Once you cannot travel along this walkway any further, turn left and
hop into the water. Jump out of the water and onto the next stone walkway.
This walkway will lead you out of this room. All you must do now is follow
this straightforward path to the Ayleid Statue.
Mackamentain - This ruin is located east of the Imperial City. It is a just a
little bit southwest from the "B" in "The Nibenay Basin." Go down the stairs
and continue straight until you reach a room with four Varla Stone Cages. If
you wish, you can locate two press blocks on the walls in this room, pressing
them will raise the cages, allowing you to retrieve the Varla Stones within.
Locate the exit on the northeastern side of this room. You'll come to a room
with the door leading into the next area on the opposite end. Do not step on
the blood soaked part of the floor in the middle of this room. Why not? Look
up to the ceiling to find your answer. Yeah. Don't try to run it, instead jump
diagonally between the two stone walls, where the caskets are. Then, jump
diagonally so that you are now on the opposite side of the floor trap. Proceed
through the door marked "Tombs of the Undead."
Move straight ahead. Continue moving in this direction, while keeping an eye
on your right for a chest along the way. When you have reached this chest,
turn left and cross the stone bridge here. Step on the floor panel in the
middle of this room to create a set of stone steps. Make your way to the stone
door leading to "Necromancer's Asylum." As soon as you enter, head straight.
The Ayleid Statue is on the bier in the middle of this room, next to the
Ayleid Reliquary. After you have obtained the statue, head to the end of this
room, unlock and go through the iron gate. The door here leads back to the
Mackamentain area. Hit the push block in the southern corner to open a passage
on the wall.
Moranda - Northwest of the Imperial City, north from the "F" in "The Great
Forest." Go down the first set of stairs, turn right at the bottom. Down those
stairs, move straight through this room and down another set of stairs, turn
left and go down some more stairs. Proceed through the door leading to the
area called "Moranda Abaspania." Down the stairs, you will find yourself in a
room filled with green smoke. You will take some damage while down here, but
it is minimal. As soon as you enter the room, go through the door at the end
of the room to your left, past the pedestal. As soon as you are in the next
area, turn left and hug the wall. The Ayleid Statue is sitting on a platform
in the alcove here.
Ninendava - This one is a bit more difficult to get to. The location is quite
hard to describe with words, so please bear with me. Ninendava is located far
west of Bruma, northeast of Chorrol. It's in the mountains and not along a
road, so this makes it quite hard to get to. Really, the best way the location
can be described is far, far north of the "G" in "The Great Forest," east of
the "d" in "The Colovian Highlands." Hopefully you won't have too much trouble
getting to Ninendava.
Inside, there are vampires, so be careful. If you happen to contract Porphyric
Hemophilia, do not forget to down a Cure Disease potion or pray at a chapel
after you have obtained this Ayleid Statue, unless you wish to be turned into
a vampire. From the entrance, go up the stairs, continue moving in this
direction until you reach a wall. Turn left, up the stairs, turn left and head
up the stairs here. At the end of this room, behind the pedestal, the statue
is sitting in the alcove along this wall.
Vilverin - To find this ruin, travel to the "Imperial Prison Sewer," northeast
of the Imperial City. You probably already have Vilverin on your map. From the
Imperial City Sewer, go straight ahead northeast to the small island that
holds the ruins of Vilverin. Locate the door and head inside. Dark in here,
isn't it? Go down the stairs in front of you, follow the winding path, over
the wooden planks, and climb down a few sets of stairs until you reach the
bottom. This particular Ayleid Ruins appears to be a bandit hideout of some
sort, so remain vigilant. At the bottom of the stairs, turn left and head
through the doorway here. Turn left, down the stairs, and go straight through
the two doorways ahead. Hop down to the lower level here and go through the
door marked "Vilverin Canosel."
You'll come to an area with many different paths, when you reach the pedestal
with the Ayleid Cask atop it, go through the doorway to your left. Continue
going left until you reach an room with a stone base in it. Look behind the
base for a floor panel. Step on the panel to create a passageway on the north
wall of this room. Move straight through this room and out the doorway. Go
down the sets of stairs, you will eventually reach some stairs that lead to
an underwater area. Dive underwater, swim until you see some stairs leading up
out of the water, take the stairs out. At the top of the stairs, turn right
and proceed through the door marked "Vilverin Wendesel."
There is a trap in your path. It is the part of the floor with holes on it.
If you can jump far enough to simply hop over it, do so. If not, try running
and as it falls, hop across the rest of the length. If you can't do either,
you'll take a minimal amount of damage. Moving on, go straight until you reach
some stairs. Up the stairs, turn left, go straight until you find yourself in
a large room. Notice the two blocks with push buttons before you. Pressing one
of these buttons will open one of the doors along the walls of this room. Most
of them contain undead creatures. Hit the top button block to your right (this
is assuming you are facing the two blocks). Once you have hit the button, move
up to the top part of this room and turn right. Look down for a small Ayleid
Chest, you'll find the "Vilverin Chamber Key" inside. Now, proceed through the
door at the top of this room. Turn left and travel this path until you find
yourself in another room. Upon entering this room, turn left. Move straight,
you will soon reach a doorway leading to some stairs. Up the stairs, there is
a press block up here that will open the Varla Cage below, retrieve the stone
if you wish. At the press block, turn left and go through the door that is
marked "Vilverin Sel Sancremathi."
Now, travel this path. Be careful though, there are some swinging traps along
the hall. Aha! You'll find the Ayleid Statue that you are looking for on a
pedestal at the end of the series of halls. Now to get out of here. Move past
the pedestal that held the statue and follow this path into a large room.
Here, you will encounter a necromancer by the name of Jalbert. Kill him and
loot his corpse. Look for a doorway on the northern wall, go through it and
eventually you will come to a door leading back to Vilverin. Through the door,
simply hop down, turn right, head back up the stairs and you're out.
Wendelbek - You'll find this one east of Bravil, north of the "a" in "Panther
River." From the entrance, move straight, unlock and go through the iron gate,
turn right and travel along this linear path until you reach a door leading to
an area called "Wendelbek Aldmerisel." Move forward into the large, open room.
Turn right and follow the walkway, all the while keeping an eye on your right
for a door leading to "Wendelbek Mathmedli." Turn left and follow this path
down some stairs. Now, hug the wall to your right and move along here, hopping
over the pieces of stone that you cannot simply walk over. Look to your left
at the railed walkway, the Ayleid Statue can be seen sitting atop a bier. Hop
over, grab the statue, then hop back and get yourself out of Wendelbek.
Wendir - This one is south of Chorrol. Travel to the "North Country Stables"
and travel south from there. Keep an eye on your compass, eventually you
should notice the Ayleid Ruin symbol to the southwest. Follow your compass to
Wendir, locate the door and head inside. Down the stairs, turn right and
unlock the iron gate here. Simply follow this path until you reach a door
leading to an area called "Wendir Nagasel." Proceed through the door leading
to the next area. Be aware of the trap floor panel (the one with the holes)
and exit this room by the door at the top left corner.
Follow this path until you reach the iron gate and press block at the bottom
of some stairs. Hit the block and follow this walkway to the Ayleid Statue
which is sitting atop the bier. On your way back, look for a door along the
path that you took to reach the room with the statue for a door leading back
to the Wendir area. Go through it, simply hop down to the area below and exit.
Welke - Located east of Bravil, southeast from the "P" in "Panther River."
Once you have arrived, locate the door and proceed inside. Down the stairs,
turn right and follow this path into a room. Locate the exit in here, it's
down some stairs. There are some traps down the hall so be careful. You will
find yourself in front of a door leading to "Welke Ceyede." Down the stairs,
turn right and continue in this direction until you can turn left. Move
forward until you can turn right. You'll find yourself underwater. Swim
through this underwater path until you reach some stairs leading up out of
he water. Turn right once you are out of the water and go through the door
leading to "Welke Edesel." The Ayleid Statue that you are after is on the
fourth stone bier in this room.
Wenyandawik - This Ayleid Ruin is located south of the Imperial City. It is
located under the second "R" in "The Green Road" on the world map. Once you
have arrived at the ruins, locate the door and head inside. Down the stairs,
turn right, move straight, and then turn left. Go straight until you are in a
very large area. There are three doors in this room, all which lead to an area
called "Wenyandawik Edesel." You want to go through the door on the western
wall. Once you have reached this door, proceed through it. This area is very
straightforward, there is only one way that you can go. Eventually you will
reach an iron gate that you cannot open, because it is opened remotely from
the opposite side. Go through the door here leading back into the Wenyandawik
area. Travel along the wall until you reach the northern door, leading back to
Wenyandawik Edesel.
Turn right, move straight until you reach the wall, and then turn right. Go
straight, opening the iron gates with the press blocks, until you reach a hall
with swinging traps along it. Be careful here, these traps can deal quite a bit
of damage. Through the trap infested hall, turn left, through the passageway,
and head up the stairs to your left. Run down to the opposite end of this
area. Keep an eye on the right because you will pass a pedestal that holds the
Ayleid Statue.
---
When you have found all ten of the Ayleid statues, return to Umbacano in the
Imperial City and sell them to him. You will receive a large amount of gold
for selling the entire set to him. The statues are all displayed in the
display case in Umbacano's room. So, if you're up to it, you can sneak into
his room at night or open the display case while he is not looking and steal
them all back. They make pretty cool decorations...
==============================================================================
...Nothing You Can Possess - (IM06)...........................................
==============================================================================
Once you have found and sold three of the Ayleid Statues to Umbacano during
the "The Collector" quest, a new dialogue option, "Another task," will be
available. Umbacano tells you of an Ayleid Ruin known as "The High Fane." He
mentions that it is more than likely now known by a different name. Umbacano
wants you to retrieve a carved panel from this ruin. He provides you with a
stone that will allow you to gain access to this carved panel. The High Fane
is now known as Malada, you may already be aware of this if you have read the
book "The Cleansing of the Fane." If you this is the case, Malada has already
been marked on your map. Either way, upon leaving Umbacano Manor, you will be
approached by a man named Claude Maric. Follow him to the Tiber Septim Hotel
nearby and speak with him once he sits down.
Malada is located far, far east of Bravil, just above Lake Canulus. On the
hill, overlooking Malada, there is a Khajiit archer named S'razirr. He works
for Claude Maric, and he believes he is being misled by him. He offers to help
you out if anything goes down, in return for half of the reward money earned
for bringing the carved panel to Umbacano. It's your choice. After making your
decision, hop down and enter Malada. Inside, you are looking for the stone
door that must be opened with the carved stone that Umbacano provided. It is
not denoted with a green arrow on your compass, you will have to locate it on
your own. Use the local area map to help you out. After opening the stone
door, move forward. The stone panel is in the wall here, take it out and then
step back.
You can explore the ruins of Malada a bit more by going through the newly
accessible door leading to "Malada Aldmerisel," or you can turn back now and
exit Malada, since you are now in possession of what you were initially there
for. Once you are back outside of Malada, Claude Maric will initiate a
conversation with you. He wants you to hand over the carving. Of course,
you're not going to let that happen. Refuse to give it to him, you will be
attacked by Claude and several others working for him. If your personality or
fame is high enough, you can try yielding to your attackers. To yield, while
blocking press the A button. If they refuse, you'll just have to fight them.
Now, if you took S'raziir's offer, he will help you out here, but will more
than likely be killed. If he is killed, well, you won't have to split the
profit with him...
Once that whole ordeal is over and done with, return to Umbacano in the
Imperial City's Talos Plaza District. Give him the carving to receive a large
amount of gold as reward.
==============================================================================
...Secrets of the Ayleids - (IM07)............................................
==============================================================================
After completing "Nothing you can Possess," Umbacano will have another task
for you. Select "Another task" from the dialogue menu for a full briefing.
This time, Umbacano wants you to obtain an Ayleid Crown. A woman who lives in
the Elven Gardens District of the Imperial City by the name of Herminia Cinna
is currently in possession of this crown. Be sure that "Secrets of the
Ayleids" is set as your active quest, so you can easily locate Herminia Cinna,
wherever she may be. Find Herminia and ask her about the "Crown of the
Ayleids." By speaking to Herminia, you will learn that Umbacano's intention
for the Ayleid Crown is perhaps not as mundane as it appears. She explains
that, should Umbacano come to possess the Ayleid Crown that he seeks, he will
use it to unlock the magical power of the Ayleids. You must present a crown to
Umbacano, but it does not have to be the Crown of Nenalata that he seeks,
since he would more than likely be unable to tell the difference between two
Ayleid crowns.
Herminia hands over a key that will unlock an ancient burial chamber located
in an Ayleid Ruin known as Lindai. Within this burial chamber, you will be
able to obtain another crown, but not the Crown of Nenalata which holds the
dangerous power that Umbacano will try to utilize. So, you are presented with
two options here: Steal the Crown of Nenalata from Herminia's home, or you can
travel to Lindai and obtain this mock crown. Of course, the more valiant
option of the two is the latter, but you are free to decide for yourself. Look
to your world map for guidance. The active quest arrow in the Imperial City
Elven Gardens District points to Herminia's house, the one northwest is
pointing to the ruins of Lindai.
If you choose to steal the Crown of Nenalata from Herminia's home, travel to
the Elven Gardens District and locate here home. Be sure that the stealth eye
icon is faded as opposed to solid when you pick the lock to her house. Once
inside, head up the stairs leading to her room. Look for the locked Ayleid
Cask sitting on a table. Inside, you will find the Ayleid Crown of Nenalata.
If you decide to go after the one in Lindai, travel to the ruins. Lindai is
full of traps and undead creatures, so be extra careful. If you notice any
floor panels with blood on them, do not step on them, try to jump over or move
around them. You're looking for a door leading to an area called "Lindai Inner
Tombs," there is no arrow on your compass to lead you, but it is fairly easy
to locate this door, use the local area map if you are lost. You'll reach a
stone door in this area, it can be opened with the key that Herminia provided.
The crown is in the cask in the middle of this area.
Whatever your decision, once you have an Ayleid Crown for Umbacano, return to
his manor in the Imperial City Talos Plaza District. Speak to Jollring, tell
him you wish to speak with Umbacano. Hand over the crown to Umbacano. He has
one last task for you, he wants you to accompany him to the Ayleid Ruins of
Nenalata. There, he will bring the crown that you provided to the throne room
within the ruins. The location has been marked on your map, you are to meet
him there in three days time. After three days have passed, meet Umbacano
outside of Nenalata and then proceed inside. You have to protect Umbacano, if
he dies the quest is over. If you notice that he is getting too low on health,
you can wait for an hour when there are no enemies about. He can be a bit
reckless at times, if you are having quite a bit of trouble keeping him alive,
consider leaving him outside while you clear out Nenalata. Claude Maric is
there to help Umbacano get through Nenalata as well. Follow your compass to
a door leading into the "Nenalata Wendesel" area.
Proceed through the door. Your compass now points to a door leading into the
next area, "Nenalata Sel Aran Arpena." You'll eventually reach an area where
there is an indent in the wall, the indent looks to be filled by the carved
panel that you retrieved for Umbacano earlier. Umbacano will use the carved
panel to gain entrance to the throne room. Inside, he will take a seat on the
throne, while wearing the crown that you provided him with. If you gave him
the Crown of Nenalata, Umbacano will be transformed into an Ayleid King,
quickly turning hostile on you. If you gave him the Crown of Lindai, the
ritual will go terribly wrong, instead instantly killing him. Either way, once
Umbacano is dead, the quest is over. You'll have to face the undead that are
now flowing into the throne room. There are a lot of them, so it may be wise
o simply high tail it out of there. There is a quick exit through the recently
opened passage to the left (while facing the throne). Be sure to loot the dead
Umbacano's body, and Claude's as well, if he was killed.
==============================================================================
...The Arena - (IM08).........................................................
=============================================================================
Are you looking for fame? For glory? Are you looking to test your skills
against other battle hardened warriors? Or are you simply looking to make some
quick cash by putting your very life on the line (may be thrilling to some)?
Well, whatever your desire, head to the Arena District in the Imperial City.
Outside of the arena is a man named Hundolin. Speaking with Hundolin, you can
bet money on an upcoming fights. This, to be perfectly honest, is rather
pointless, money can be made through much more profitable and time worthy
venues. To the left of the chest, there is a door leading down to the Arena
Bloodworks. If you are looking to become an arena combatant, you will have to
seek out the Blademaster, Owyn. Despite how he initially treats you, tell him
that you are looking to become a combatant.
He eventually gives you the choice between a heavy or light raiment, what you
choose is the armor that you will be wearing in the arena. Choose what will
best suit your character build, if you wish to change raiment types, you can
do so via the raiment cabinet to the right of Owyn. You must wear the raiment
if you wish to enter the arena. You can, however, choose your own weapon,
shield and helmet. When you are ready, speak with Owyn and select "Ready for a
Match." The ramp leading up into the arena is at the very end of the
Bloodworks, just turn left and enter the room here. It's a bit dark, but you
should be able to see the outline of an opening which will lead you onto the
ramp. No matter how dorky you look in that raiment, if you want to get
anywhere in the Arena, you'll have to step through that blood stained door.
There isn't really much I can tell you to help you out with these battles.
All of the opponents that you will face in the arena are probably a lot
stronger and faster than what you are used to facing, but all in all if you
are using a sword and shield, you shouldn't have too much trouble. For magic
users and archers, you may have a bit of a difficult time, but hopefully if
your character is an archer or magic user, you can move rather quickly. Once
you have defeated your opponent, unfortunately you are not permitted to take
their equipment. After each battle, when you are ready to proceed onto the
next, you will have to speak with Owyn again and select "Ready for a Match."
Below is a list of what you will be facing:
Pit Dog
--------------
Match #1 - Female Wood Elf. Uses sword and shield.
Match #2 - Male Imperial. Uses sword and shield.
Match #3 - Male Argonian. Uses a bow.
Brawler
--------------
Match #4 - Male Nord. Uses an axe.
Match #5 - Two female Wood Elves. One uses a bow, the other uses a claymore.
Match #6 - Male Khajiit. Uses a two-handed axe.
Bloodletter
--------------
Match #7 - Male Redguard. Uses a sword.
Match #8 - Female Breton. Uses a sword and shield.
Match #9 - Male Dark Elf. Switches between bow, sword and shield.
Myrmidon
--------------
Match #10 - Male Wood Elf. Uses Shimmerstrike dagger.
Match #11 - Female High Elf. Uses sword and shield.
Match #12 - Male Orc. Uses two-handed axe.
Warrior
--------------
Match #13 - Female Nord. Uses sword and shield.
Match #14 - Female High Elf. Casts spells and uses a sword.
Match #15 - Female Orc. Uses two-handed warhammer.
Gladiator
--------------
Match #16 - Three Argonians. Only one has a weapon.
Match #17 - Male Khajiit. Uses sword and shield.
Match #18 - Male Breton. Uses a sword.
Hero
--------------
Match #19 - Male Imperial. Uses a katana and shield.
Match #20 - Male High Elf. Casts spells, uses sword and "The Gray Aegis"
shield.
Match #21 - Three opponents. An archer, a sword and shield user, and a magic
user. You're up against three opponents, but you've got a boar to
help you, so this shouldn't be a problem.
**IMPORTANT: Before you proceed to the Grand Champion match, speak to the Grey
Prince, who can be found training in the Bloodworks. He is an Orc. Work your
way through his dialogue tree and eventually you will receive the "Origin of
the Grey Prince" quest. By completing this quest, you will be able to easily
defeat the Grey Prince in the Grand Champion match. He will not attack you. If
you do not complete the quest that he gives you, he will fight you normally.
When you are ready to face the Grand Champion, speak to Ysabel Andronicus, who
is in the same room as Owyn, just on the opposite end. After speaking to her,
speak with Agronak gro-Malof and challenge him. Speak to Ysabel once more and
tell her that you are ready for the match. Select your arena moniker from a
list of painfully generic titles, then proceed up the ramp and enter the
arena. If you completed the "Origin of the Grey Prince," Agronak will simply
stand in the middle of the arena and allow you to attack him. As cruel as this
sounds, now would be a good time to raise some of the harder to raise skills.
For example, Hand To Hand. Press the Start button, go to "Options," select
"Gameplay" and raise the Difficulty bar as far right as you can. Once he is
dead, this time you can take your downed opponents equipment.
Return to Ysabel. She will give you the choice between a Heavy or Light
Raiment of Valor. She then tells you to get some rest and return to her to
discuss your future as an arena combatant. Now, as Grand Champion, each week
you can return to the Arena and speak to Ysabel. Tell her that you are ready
for a match. You will be given an option to fight one to three of a monster.
The type of monster that you can face depends on your character's level. By
winning the match, you will be rewarded with a generous amount of gold. Oh,
yeah, there is one more reward that you get for being Grand Champion of the
Arena. Exit the Arena Bloodworks and you will be approached by an unbelievably
irritating Adoring Fan! You know, if you kill him, he respawns. Have fun.
==============================================================================
...Origin of the Grey Prince - (IM09).........................................
==============================================================================
In the Arena Bloodworks in the Imperial City's Arena District, there is an
Orc by the name of Agronak gro-Malog, he can be seen training. Speak with him
about "The Grey Prince." He tells you his story, and asks you to assist him
with a task. Accept. He asks you to find proof of his noble birthright, to see
whether or not he really deserves the title of "Grey Prince." He tells you off
a fort to the west, called Crowhaven. He gives you a key, though he is unable
to tell you what it opens. This quest is only available if you have NOT become
the Grand Champion of the Arena. Completing this quest before you face Agronak
gro-Malog in the arena has its benefits, of course. Doing so, he will not
attack you during the match, he will simply stand there and allow you to kill
him. If you do not do this quest, he will fight you normally.
Be sure that "Origin of the Grey Prince" is set as your active quest. The
Crowhaven fort that Agronak spoke of has been marked on your map. As you can
see, it is located far, far west. You can fast travel to the "Horse Whisperer
Stables" outside of Anvil and simply walk the rest of the way. Crowhaven sits
upon a rather steep hill, so you may have some difficulty climbing up. Walk on
the patches of grass along the hill to make things easier. There are more than
likely several undead creatures situated outside of the entrance. Be sure to
kill them before entering Crowhaven, they will follow you in if you don't.
When you are ready, enter the fort.
The green active quest arrow on your compass will show you where you need to
go. Use the local area map if you are having difficulty navigating through the
corridors. There are wild animals in here, though they are of the weaker
variety. Eventually, you compass will lead you to a locked door. This is the
door that is unlocked with the mysterious key that Agronak provided you with.
Through this door, you will encounter Lord Lovidicus. He is very aggressive
and will attack on site. He won't even talk to you, so you have no choice but
to kill him. Follow the green quest arrow to the "Journal of the Lord
Lovidicus." By reading the journal, the Grey Prince's origin becomes all too
clear. It is now time to return to Agronak and show him what you have
discovered.
Before you leave Crowhaven, you may wish to proceed through the door leading
to the "Crowhaven Burial Halls" and explore a bit. Be warned, there are
vampires there. Show Agronak gro-Malog the journal that you recovered. He
thanks you for completing the task by sharing some of his combat knowledge
with you. Your character's Blade skill is permanently fortified by 3 levels.
==============================================================================
...Buying a House in the Imperial City - (IM10)...............................
==============================================================================
If you are looking to buy a house in the Imperial City, you will have to first
visit the "Office of Imperial Commerce" in the Imperial City Market District.
You can use the local area map to find it if you are having trouble locating
it. Enter and speak to the woman behind the front desk, Vinicia Melissacia.
She tells you that there is a house available on the Imperial City Waterfront.
The asking price is 2000 gold. Once you give her the gold, she will hand over
the key to the house. Head to the Waterfront and enter your new home. Bleh.
Well, if you want to purchase some furnishings for your new home, head on over
to "Three Brothers Trade Goods" in the Imperial City Market District and speak
to Sergius Versus. He'll sell them to you at a reasonable price.
------------------------------------------------------------------------------
- Leyawiin Quests - [S07]
------------------------------------------------------------------------------
==============================================================================
...Mazoga the Orc - (LE01)....................................................
==============================================================================
To begin this quest, head over to the Castle Leyawiin Great Hall. As soon as
you enter, look to your right, you should see an orc by the name of Mazoga
standing around there. She asks if you are the Count, it doesn't matter what
you say, she won't talk to you further unless you speak with the Count of
Leyawiin first. Count Marius Caro should be sitting in the Great Hall from
10am to 6pm. Speak with him then and select "Service to Leyawiin" from the
list of available dialogue options. He wants you to find out why this Mazoga
the orc is in the Leyawiin castle. Return to Mazoga and tell her that the
Count sent you. Work your way through the dialogue tree and eventually she
will ask you to locate an Argonian by the name of Weebam-Na. Apparently he is
a hunter who resides in Leyawiin. Weebam-Na can more than likely be found at
his residents in Leyawiin. Either way, if you have "Mazoga the Orc" set as
your active quest, the active quest arrow will be pointing to Weebam-Na.
Once you have found Weebam-Na, speak to him about Mazoga. Follow Weebam-Na
back to Castle Leyawiin. Inside, Mazoga asks Weebam-Na to lead her to Fisher-
man's Rock, he quickly declines. Speak to Mazoga about Fisherman's Rock and
agree to take her there. According to Weebam-Na, it is located north of
Leyawiin. Of course, the location has been marked on your map. Travel to the
location using the method of transportation you prefer. If you fast travel,
Mazoga will travel there with you. Once you arrive, Mazoga exchanges a few
words with a man named Mogens. It appears that this Mogens fellow is guilty
of killing of friend of Mazoga. Words quickly turn to actions as the gang
attacks. Help Mazoga kill all of the thugs, once they are dead, feel free to
loot their corpses. Now it's time to report back to Marius Caro and tell him
all about Mazoga and the fight at Fisherman's Rock.
==============================================================================
...Knights of the White Stallion - (LE02).....................................
==============================================================================
This quest directly proceeds "Mazoga the Orc," so it is only available once
you have completed that quest. Speak to the Count of Leyawiin about "Knights-
Errant." He explains that if Mazoga and yourself find and kill an Orc by the
name of Black Brugo, he will bestow upon both of you the title of "Knight-
Errant." Mazoga is still in the Castle Leyawiin Great Hall, so speak with her
about "Black Brugo." Mazoga explains that Brugo visits his gang's hideout each
night between midnight and 6am. The gang's hideout is an Ayleid Ruin west of
Leyawiin called Telepe. If you want, you can take Mazoga along with you, it
would be best however to go in solo if you want to keep her alive. Mazoga will
only follow you if you tell her to, so if you think you can handle things on
your own, leave Castle Leyawiin and head towards Telepe. As always, the ruin's
location has been pointed out on your map. Make sure that you have "Knights of
the White Stallion" as your active quest and proceed to the ruin.
The ruin is full of Black Bow Bandits, be sure to collect all of the Black
Bows from the fallen bandits, as you can sell them to the Count after this
quest. All you have to do is wait for 12am, at that time Black Brugo will
enter Telepe. Find and kill him, he is probably wearing some decent armor for
your level, so be sure to loot his body once the deed has been done. Be sure
to take Brugo's key, you can activate a push block on the wall in the north-
eastern room, it will open a wall at the end of the hallway where you can use
the key to open an Ayleid Coffer and retrieve the gold intended for Brugo.
When you're done exploring the ruin, head back to Castle Leyawiin and inform
the Count that the task has been completed. The Count hands over a key to the
White Stallion Lodge and a shield bearing the emblem of the order. At this
point, you can sell your Black Bows to him for 100 gold per bow.
==============================================================================
...Whom Gods Annoy - (LE03)...................................................
==============================================================================
Speak to anyone wandering the streets of Leyawiin about "Rumors," someone
will no doubt mention a woman by the name of Rosentia Gallenus and the odd
animal noises and foul smells coming from her home. Since Rosentia is appare-
ntly quite wealthy, it seems odd that she would keep any type of animal in her
home. You'd better investigate. With "Whom Gods Annoy" set as your active
quest, the active quest arrow will point to Rosentia's house in Leyawiin.
Follow your compass to her house and step inside. She's got Scamps, there's
the problem. No, that's not some strange type of Cyrodiilic STD. Find and
speak to Rosentia and offer to help. Ask her about the "Daedric Staff" and she
will explain how she came into this whole unfortunate predicament. Rosentia
asks you to speak to a friend of hers at the Leyawiin Mages Guild, Alves
Uvenim. As you have probably already discovered, killing these scamps does
absolutely nothing, as new ones take their place.
Head on over to the Leyawiin Mages Guild and speak with Alves inside. Alves
explains that Rosentia has come into possession of the Staff of Everscamp,
apparently some sick joke item created by the Daedric Prince Sheogorath. The
only way that the staff can be passed on to another person is if one were to
willingly accept the thing. Given the baggage, that doesn't appear to be a
likely scenario. Alves mentions a shrine in Darkfathom Cave, where the staff
originally came from. If one were to bring it to the shrine, it could be left
there. With this new information, head back to Rosentia's place and tell her
all about it. Speak with her and agree to take the staff. Ugh, let's just hope
that Alves was right about this shrine.
Darkfathom Cave is east of Leyawiin, just off of the road. Travel there and
enter. Simply put, follow the green active quest arrow to the Sheogorath
shrine and drop the staff once you receive the message saying that you are no
longer under the staffs curse. This cave is inhabited by Daedra, so be careful
as you move through it. Return to Rosentia and tell her that you are now rid
of the Daedric Staff. She thanks you and gives you the "Ring of Eidolon's
Edge," which fortifies the Blade and Block skills.
==============================================================================
...Tears of the Savior - (LE04)...............................................
==============================================================================
To begin this quest, visit the Leyawiin Mages Guild and speak to S'drassa. He
wants you to help him find "Garridan's Tears" and bring them back to him. You
are to bring as many of them back to him as you can find, he is willing to pay
a fair amount of gold for each tear that you bring back to him. Ask him more
about "Garridan's Tears" and he will tell you the story. S'drassa is not
entirely certain where these tears are located, but he does know someone who
will know, a friend of his named Julienne Fanis at the Imperial City Arcane
University. Travel to the Arcane University, locate Julienne and ask her about
Garridan's Tears. You can learn more about the tale if you wish, either way
she will tell you of a book entitled "Knightfall." You can find this book by
speaking to Phintias at the First Edition book store in the Imperial City
Market District. Scroll down, find Knightfall and purchase it.
By reading the book, you will learn of the location of the tears. It also
mentions refined frost salts. Head back to the Arcane University and speak to
Julienne about "Refined Frost Salts." She'll allow you to purchase some from
her for a fair price. Buy a few of them, leave the Arcane University and
travel to the "Frostfire Cave." This cave is inhabited by hostile animals,
so be cautious. Follow the active quest arrow to the "Frostfire Glade" entra-
nce. As long as you have the Refined Frost Salts with you, you'll be able to
open the door and enter the Frostfire Glade. As soon as you step onto the
snowy terrain, you will begin to take damage. Just watch your health and make
sure that it doesn't dip below zero. You can simply wait for one hour to
restore your health if you are close to death. Now for the tears, there are
five of them total.
I can't really give you directions to the tears, as it is difficult to explain
with text. Just look closely and you will find them all eventually. They
appear as tear shaped crystals on the ground, they tend to blend in with the
rest of the terrain so you'll have to look rather carefully. They are all
located around the area with the ice mist. I'll try my best to describe their
locations, but it is rather hard to dictate in text form, so bare with me. It
is important to note that all descriptions refer to how the area appears when
viewing the local area map:
First one is between the two rocks on the lower left portion of the center-
piece, look to the local area maps to see what I am talking about. Another one
is near the upper left portion of the rock. The next one is next to the ice
block, on the lower left portion, you'll have to actually jump up onto the
rock that holds the ice block. Another is in between the centerpiece and the
bunch of rocks on the lower right corner of the ice mist area. The last one is
next to the farthest reaching northern rock of the centerpiece. Once you have
found the fifth and final one, leave the Frostfire Glade, return to Leyawiin
and speak to S'drassa. You'll earn a large sum of gold for bringing back the
tears to S'drassa.
==============================================================================
...Buying a House in Leyawiin - (LE05)........................................
==============================================================================
Speak to the Count of Leyawiin in the Castle Leyawiin Great Hall and ask
him about buying a house in town. If the Count won't talk to you about the
house, either persuade or bribe him to get his disposition above 60. He wants
7,000 gold for the house. When you purchase the house, he will give you the
key. Follow your compass to your new abode and step inside. Impressive, huh?
If you want some furnishings for your new home, visit "Best Goods and Guarant-
ees" and speak to Gundalas. You can purchase the furnishings from him at a
reasonable price.
------------------------------------------------------------------------------
- Skingrad Quests - [S08]
------------------------------------------------------------------------------
==============================================================================
...Buying a House in Skingrad - (SK01)........................................
==============================================================================
If you are looking to purchase a home in Skingrad you will have to speak with
Shum gro-Yarug. Shum Gro-Yarug leaves the castle around midday. He goes to the
West Weald Inn at ten in the morning, and the Colovian Trader at noon. Speak
to him about "Buying a house in Town," his disposition towards you must be
at least 70 and your fame must be at least 15 points higher than your infamy.
The house is selling for 25,000 gold, purchase it and Shum gro-Yarug will hand
over the key. Follow the compass to your new home and step inside. Quite the
place, isn't it? If you want to purchase some furnishings for your new home,
head over to the Colovian Traders and speak with Gunder, they can be purchased
from him. Hopefully you've got the cash, they're quite expensive...
==============================================================================
...Helping Hands - (SK02).....................................................
==============================================================================
After you have purchased the "Servant's Quarters" upgrade for your Skingrad
home, go to the Colovian Traders and speak to the Nord woman Eyja. She offers
to be your maid for 150 gold. Hey, why not?
==============================================================================
...The Rosethorn Cache - (SK03)...............................................
==============================================================================
To do this quest it is required that you own the Rosethorn Hall in Skingrad.
Head up to the Top Floor. As soon as you enter, turn left and look to the two
cabinets in the corner. Jump on top of the cabinets, then jump up onto the
wooden platform. Look to the top right corner of this platform to find a "Long
Forgotten Note." By reading the letter, you will learn that there is treasure
hidden somewhere in the Rosethorn Hall. Head back to the main level and find
the door leading down to the Rosethorn Hall basement. Sitting on one of the
arches on the wooden pillar that has hanging garlic clusters on it is an hour
glass. Jump up and activate the hourglass. Inside are several gems and a
powerful ring called "Ring of the Gray." It fortifies Sneak, Security,
Marksman, Acrobatics, detects life up to 50 ft and adds poison resistance.
==============================================================================
...Paranoia - (SK04)..........................................................
==============================================================================
If you have stayed in Skingrad for more than a couple of minutes, surely you
have been approached by a strange fellow by the name of Glarthir. Glarthir
wants you to meet him behind the Skingrad Chapel at around midnight for an
unspecified reason. Wait behind the Skingrad Chapel after midnight and sure
enough, Glarthir will appear. He believes that people are watching him, he
offers to pay you some gold if you do some investigating for him. Well,
needless to say this is a giant waste of time, nobody is actually watching
him. The first person that Glarthir suspects is a woman named Bernadette
Peneles who lives in the house across from his. It would be best to just wait
until midnight tomorrow and tell Glarthir whatever you'd like. You may be
approached by Dion the guard captain, he wants to know what your business
with Glarthir is. Tell him whatever you'd like, really.
It doesn't really matter how you play this one out, either way Glarthir is
going to end up dead. I'll tell you what I did. I told him that the first
person, Bernadette Peneles was in fact watching him. The next night, after
midnight, I told him that the second person, Toutius Sextius, was also
watching him. The final night, I told him that the final person, David Surilie
was watching him as well. Glarthir then handed over a note, stating that if
all of the people watching him were to be killed, the reward would be 1000
gold. Speak to Dion, select "Glarthir," then "He needs to be arrested, then
show him the note. Like I said, it can be handled in a different fashion, it
doesn't matter. Once Glarthir is dead, take his house key from his body. At
least you managed to squeeze some gold out of him before he was killed...
==============================================================================
...Seeking Your Roots - (SK05)................................................
==============================================================================
To begin this quest, you must first acquire a "rare" Nirnroot plant. To start,
there is one outside of the Imperial City Prison Sewers. When you obtain your
first Nirnroot, this quest is activated. Travel to Skingrad, locate and enter
the "All Things Alchemical" store. Speak to Falanu Hlaalu and ask her about
the "Nirnroot." Be sure that you have an actual sample to show her! She can't
tell you what it is, but she points you towards Sinderion, who can be found at\
the West Weald Inn, located in Skingrad. Enter the West Weald Inn and locate
the door marked "Sinderion's Cellar." Speak with Sinderion and ask him about
the strange Nirnroot plant. He tells you that, if you bring him ten Nirnroot,
he will be able to fix a special potion, known as the "Elixir of Exploration.
You can start by traveling to the area that Sinderion pointed out, Shadeleaf
Copse. When you have found 10 samples, return to Sinderion. He requires some
time to brew the potion. Return to him to receive the potion. It is a "Weak
Elixir of Exploration," it fortifies Health by 20 pts for 300 seconds, and
adds Night Eye for 300 seconds. While, admittedly, not a bad potion at all,
if only for the Night Eye effect (for you non-Khajiit). However, if you wish
for a stronger Elixir of Exploration, you'll have to bring Sinderion 20 more.
You will have to bring Sinderion a total of 100 Nirnroot to reap all of the
benefits from a potent Elixir of Exploration.
Nirnroot can usually be found near water, you will know when there is a
Nirnroot plant nearby because you will be able to hear the "shimmering." You
may also be able to find them in some houses, but you will have to steal them.
Nevertheless, you are sure to find many Nirnroot during your travels. Just
listen for the "shimmering" sound.
------------------------------------------------------------------------------
- Settlement Quests - [S09]
------------------------------------------------------------------------------
==============================================================================
...A Venerable Vintage - (VQ01)...............................................
==============================================================================
Speak to Nerussa, the innkeeper of the Wawnet Inn, just off of the bridge west
of the Imperial City. Ask her about "Wine." She tells you that she likes to
collect one. There is one type of wine that Nerussa desires, Shadowbanish
Wine. She wants you to found six bottles of this Shadowbanish Wine for her,
she promises a monetary reward for your efforts. Shadowbanish Wine can be
found within many different forts scattered around Cyrodiil. You only need six
bottles to complete this quest, however. Each fort will usually have two
Shadowbanish Wine bottles. Be sure to bring torches and lockpicks before you
enter a fort.
Below are locations that definitely contain Shadowbanish Wine:
Frostcrag Spire - Simple, there is a bottle of Shadowbanish Wine in the vault
of Frostcrag Spire, but you need to have downloaded the Wizard's Tower via
Xbox Live or Bethesda's online store for this one.
Fort Aurus - Northeast of Bravil, below the "C" in "Corbele River" on the
world map. Two bottles in a chest, in the room with the adept, red rug and
alchemy equipment.
Fort Grief - Northeast of Bravil, you may know it as the location of "Caught
in the Hunt." It is on the island above "Niben" in "Niben Bay." You don't even
need to enter the fort, climb up to the very top level of the outer area, jump
over to the chest. The wine is inside.
Fort Irony - Southeast of Bravil, along the coast south from the "y" in Niben
Bay. When you reach hallway with doors to your left and right, go left. The
wine is the chest by the pillar next to the roasted rat.
Once you have acquired six bottles of Shadowbanish Wine, return to Nerussa at
the Wawnet Inn. She'll hand over a generous amount of gold for the six
bottles. If you find more Shadowbanish Wine, bring them to Nerussa and she
will be happy to purchase it from you.
==============================================================================
...Bear Season - (VQ02).......................................................
==============================================================================
Speak with Thorley Aethelred at Shardock which is a small farm located some-
where between Kvatch and Skingrad. Head west from the Cursed Mine just outside
of the Skingrad walls, keep on heading in this direction until you see a set-
tlement symbol on the compass, it's just past Meridia's Shrine. Ask him about
"Bears" and he tells you all about the bear problem that he has been having.
Apparently, Thorley's sheep have been prey to a pack of West Weald bears. He
needs your help in thinning out the population a bit, he wants you to kill six
of them and bring back their fangs as proof. If you can manage to do this, he
will reward you.
You shouldn't have any trouble locating the bears, just circle the area around
Shardock and you'll surely encounter six. Be cautious, however, as they do
sometimes appear in pairs. Be ready for this as they can be quite vicious.
Once you have killed six West Weald bears and collected six fangs, bring them
back to Thorley at Shardock for your reward. He gives you a random skill book.
==============================================================================
...Goblin Trouble - (VQ03)....................................................
==============================================================================
This quest begins at a small camp called Crestbridge. The camp is located to
the southeast of the Imperial City, more or less lies on the "d" in "The
Yellow Road." Once you are at Crestbridge, find and speak with Barthel
Gernand. Speak with him about "Goblins," he explains that him and his family
are planning to build a new settlement called Cropsford. Unfortunately for
them, the site at which Cropsford is to be built is right in the middle of a
goblin war path. Agree to help him, he tells you to speak with Mirisa, the
wilderness expert the group of settlers hired to help them out. Mirisa
explains that two goblins tribes are at war because one tribe has taken the
other's totem. According to Mirisa, there are only two ways to stop goblins
from fighting with each other. One is to retrieve the totem and return it to
the rightful tribe's cave, the other way is to kill the tribe shaman who lies
deep within the cave. Cropsford is located southeast of the Imperial City. It
is at the end of the road above the "Y" in "The Yellow Road" on the world map.
Mirisa marks the two tribe caves on your map. As you can see, Cropsford is
indeed right in the middle of them. Cracked Wood Cave just above Cropsford,
is home to the Bloody Hand goblin tribe. Timberscar Hollow Cave, below
Cropsford is home to the Rock Biter tribe. You can either travel to Bloody
Hand's cave, Cracked Wood Cave and kill the shaman within (active quest arrow
points to her), or you can travel to Timberscar Hollow Cave, kill the Goblin
War Chief (who should be somewhere at the end of the cave) retrieve the Goblin
Totem Staff and bring it back to Cracked Wood Cave. Leave it somewhere in the
cave and the goblins will cease fighting. If you like, you can keep the Goblin
Totem Staff for yourself and have some fun, as Mirisa explains. Once you have
the staff or have killed the shaman, speak with Barthel and tell him that it
is safe for his family to move to Cropsford. The settlement will be built in
a month or two.
==============================================================================
...Go Fish - (VQ04)...........................................................
==============================================================================
To start this quest, travel to the Weye settlement, located west of the
Imperial City, locate and speak to Aelwin Merowald. Aelwin reluctantly recalls
his loss to a group of slaughterfish. He asks you to retrieve 12 Rumare
Slaughterfish Scales, to be sold to his customer. Rumare slaughterfish are a
special breed of slaughterfish, only found in Lake Rumare, which is located
directly north of Weye. With "Go Fish" set as the active quest, a green arrow
will appear on your compass, leading you to Lake Rumare where the Rumare
slaughterfish reside.
Two spells in particular will help you out here, Nighteye and Detect Life. It
is rather difficult to see clearly underwater, Nighteye alleviates this to a
certain extent. Detect Life would be an immense help, it would allow you to
clearly see if Rumare slaughterfish are about. However, by simply swimming in
Lake Rumare, you can count on the slaughterfish to let their presence be
known. A water breathing spell could also be potentially helpful, but it is by
no means a necessity. They're simple to kill, just swim back up for air when
necessary. Following the green arrow on your compass will lead you to more
slaughterfish. If it leads you to a dead one, head back to shore and wait for
one hour. You'll need to obtain 12 scales, so this quest can take a fair bit
of time to complete. You can always come back to it at a later time if you
grow tired of hunting fish.
Once you have obtained the 12 Rumare Slaughterfish Scales that Aelwin wanted,
return to him for your reward. He will hand over the Jewel of the Rumare, an
enchanted ring that allows water breathing and fortifies the Athletic skill.
==============================================================================
...No Stone Unturned - (VQ05).................................................
==============================================================================
Travel to the Imperial Bridge Inn, it is located along the Silverfish River,
travel along the north side heading east until you reach it. Once you are
there, find and speak with Lithnilian, if it is night he'll be sleeping in a
bed on the upper level. He asks you to help him retrieve some notes, he was
doing research in Bramblepoint Cave and had to leave them behind. These notes
are very important and he is willing to reward you if they are brought back to
him. Bramblepoint Cave has been marked on your map. Bramblepoint has three
different levels, with "No Stone Unturned" set as your active quest, the
active quest arrow will point you to the research notes. As you can see, the
cave is filled with a variety of creatures, so be cautious as you move through
the tunnels. Just follow your compass to the notes, use the local area map if
you are having trouble finding your way through the different tunnels.
Lithnilian's Research Notes are in a chest at the head of the bedroll in the
last area. Be careful, as it is likely that you will be forced to face a group
of tough monsters in the final area, do not just jump straight into the pit.
Once you have the notes, exit Bramblepoint Cave and return to Litnilian at the
Imperial Bridge Inn. Speak with him and tell him that you have retrieved his
research notes. He thanks you and hands over a few potions. The type of potion
and the amount you receive appears to be random.
==============================================================================
...The Gravefinder's Repose - (VQ06)..........................................
==============================================================================
To begin this quest, speak to Malene who is at the Roxey Inn northeast of the
Imperial City. To get to the Roxey Inn, standing at the end of the road that
leads up to Bruma, turn east and follow this road until you reach the inn. In
other words, it is on the part of the road above the "r" in "Imperial" on the
world map. Once you are there, locate and speak with Malene. Speak with her
about "Raelynn the Gravefinder." Apparently, this Raelynn person has been
reanimating corpses, which leaves undead creatures wandering the forest around
this area. This is bad for business, so Malene tasks you with killing Raelynn
the necromancer, with promise of a fine bounty of course. Raelynn can be found
in Moss Rock Cavern, just north from Roxey Inn. You'll need lockpicks, so get
an adequate amount before you proceed. When you are prepared, head to Moss
Rock Cavern and go inside.
With "The Gravefinder's Repose" set as your active quest, the active quest
arrow will be pointing to Raelynn the Gravefinder. There are various undead
creatures in Moss Rock Cavern, as well as a couple of Necromancers. Be careful
as these Necromancers can inflict some nasty status ailments on you. Follow
the compass to the room where Raelynn is hiding and kill her. Return to the
Roxey Inn and tell Malene that you have succeeded in defeating Raelynn. She
will reward you with a fair sum of gold.
==============================================================================
...The Potato Snatcher - (VQ07)...............................................
==============================================================================
Faregyl Inn is located south of the Imperial City, it is at the end of the
branch in the road leading south, above the "he" in "The Green Road" on the
world map. Inside, speak to the female Khajiit S'jirra who should be seated at
the bar. She asks you to help her find her lost Jumbo Potatoes. Her potatoes
were stolen, she tells you that the person who took them headed west. She
promises to pay you well, so step outside and start heading west. It turns
out that an ogre stole the potatoes, with "The Potato Snatcher" set as the
active quest, the active quest arrow will be pointing to this ogre. Follow
the arrow to the ogre and kill him.
Once he has been dealt with, retrieve the potatoes from the body and return
them to S'jirra for your reward. She hands offer some of her "famous" Potato
Bread, which is apparently more valuable than gold. Pfft. The bread has Detect
Life, Restore Health, Damage Agility and Damage Strength alchemy attributes.
If you would like, you can purchase more bread from S'jirra by visiting her
at the Faregyl Inn.
==============================================================================
...The Sunken One - (VQ08)....................................................
==============================================================================
Start by traveling to Shetcombe Farm, northeast from Kvatch, underneath the
"h" in Kvatch on the world map. Locate the door to the farmhouse and head on
in. The farmhouse appears to be abandoned. On a plate, on the circular table
right in front of you, there is a journal entry from the farmhouse owner,
Slythe Seringi. The journal mentions Sandstone Cave. That's your next stop.
Sandstone Cavern. Sandstone Cavern is just northwest from Shetcombe Farm, you
can even see it on your compass from Shetcombe. Head towards the cave, locate
the door and enter. There are many wild animals in here, so be cautions as
you follow the green active quest arrow. The green arrow will lead you to the
second page of Slythe's journal. It is sitting on a chest, just before the
"Sandstone Big Rooms."
Enter the Sandstone Big Rooms, follow the green arrow on your compass and you
will eventually locate Slythe's corpse. Search his corpse to find the third
and final discarded page of Slythe's journal. Next to Slythe's body is an
offering bag. There are gems inside, you can take them if you wish, but doing
so will spawn the "Sunken One," and you will have to fight him.
==============================================================================
...Raid on Greyland - (VQ09)..................................................
==============================================================================
To begin this quest, speak to Lerexus Callidus who is stationed outside of the
Leyawiin west gate. Speak to him about "Skooma Dealers." He tells you of a
Dunmer by the name of Kylius Lonavo who resides in the Greyland settlement
just up the road from Leyawiin. He has been trying to capture him, but
whenever Kylius sees him coming he runs away. Lerexus would like you to find
Kylius and bring him back his ring as proof that he has been dealt with.
Greyland has been marked on your map, simply head up the road, enter the
settlement, kill Kylius and the other Skooma dealer and bring the ring back
to Lerexus to receive the bounty for Kylius. There's some Skooma in a chest
inside of Greyland, if you're into that sort of thing.
==============================================================================
...Revenge Served Cold - (VQ10)...............................................
==============================================================================
Travel to Harm's Folly, it's located north of the Imperial City just above the
"n" in "The Heartlands" on the world map. Locate Corrick Northwode. He gets
right to the point, he wants you to avenge his wife's death. While Corrick was
away, a group of goblins attacked and killed his wife, Kayleen. He wants you
to kill them, all of them. They took a Jade Amulet off of her body and he
wants you to get it back for him so he can keep it as a memento. The goblins
lair is in the Exhausted Mine, just a short southwest walk from Harm's Folly.
The mine is full of goblins as you were more than likely anticipating. Be
careful, as it is relatively dark in here and the goblins can tend to gang
up on you. Just take it slow and try to get a stealth attack in if you can.
With "Revenge Served Cold" set as the active quest, the active quest arrow
will point to the amulet, so just follow your compass through the mine.
The amulet can be found by going through the "Spent Works" area and finally
the "Bottom Section." The "Goblin Netherboss" has the amulet, so kill her and
take it from her corpse. Exit the Exhausted Mine and return to Corrick with the
amulet. As thanks, Corrick will give you some flawless gems.
==============================================================================
...Zero Visibility - (VQ11)...................................................
==============================================================================
This quest involves a peculiar little settlement called Aleswell. Well, all is
not well in Aleswell, actually. Stay in the middle of the settlement during
the day and you will be approached by a man named Diram Serethi. As you can
see (or cannot see, rather), Diram is in fact, invisible. The whole settle-
ment. All of Aleswell are not too fond of being invisible, so they need your
help. They believe that a sorcerer by the name of Ancotar is responsible for
this. He apparently resides in Fort Caractacus, the location has been marked
on your map, it is conveniently south of Aleswell. Travel to Caractacus,
locate and speak to Ancotar. He is also invisible, but if you hang around long
enough he should approach and initiate a conversation with you. Get straight
to the point, ask him about the invisibility spell. He explains the whole
thing and hands over a Reverse Invisibility scroll with the instructions to
stand in the middle of the settlement and use it.
Before you head back to Aleswell, speak to Ancotar about the "Reverse Invisi-
bility Spell." He seems to think that something will go wrong unless you wear
a special ring that he gives you. With "Ancotar's Ring of Protection" and the
Reverse Invisibility scroll in hand, return to Aleswell. Make sure that you
are wearing the ring of protection, if you use the scroll without wearing it,
your Luck attribute will take a hit. Stand in the middle of the settlement and
use the scroll. Once the people of Aleswell are visible again, find Diram and
speak with him. He thanks you with free lodgings at the Aleswell Inn.
------------------------------------------------------------------------------
- Other Quests - [S10]
------------------------------------------------------------------------------
==============================================================================
...The Battle for Castle Kvatch - (UA01)......................................
==============================================================================
Following the "Breaking the Siege of Kvatch" quest, you have the option of
further assisting Captain Matius and his guards. When you are ready to take
on this quest, speak with Savlian Matius in the chapel and tell him so. Follow
Matius out the door leading to Kvatch. Once again, Kvatch is swarming with
enemies. It is very likely that the troop of guards assisting you will die,
but you will just have to press forward. Savlian Matius is an "important"
character, he is marked with a crown icon when your view is upon him. This
means when his health falls to zero, he will not die, he will only be knocked
unconscious and rendered incapacitated for a short period of time. You have to
fight your way to the castle gates, be vigilant as there are several enemies
up on the castle walls. If you have a bow with you, take it out if it is not
your primary weapon and help the guards kill the remaining enemies up there.
When the area is clear, speak with Savlian Matius. He will tell you that the
castle gate is locked from the inside and the only mechanism to open it is
found within the castle. You need to find Berich Inian, who is still in
Kvatch's chapel, and ask him for the key to the Guard House. Backtrack to
the Chapel of Akatosh and locate Berich. Inside you should find some Imperial
Legion soldiers, who saw the smoke from the Gold Road and decided to come and
help. Locate and speak with Berich Inian and ask about the Guard House Key.
For some reason, Berich is very reluctant to cough up the key, and insists
on coming along with you because he is sure that you wouldn't be able to
find the way yourself... Follow Berich who gets right down to business. He
will lead you to a door that will bring you to the Chapel Undercroft, follow
him through the door.
There are some enemies down here, but with Berich and the help of the Imperial
Legion soldiers they shouldn't be too much trouble. Once you get out of this
area though, things will probably take a turn for the worst. This area of the
ruined city is swarming with enemies, it will probably be very tough to handle
them all coming at you at once. The guards will more than likely fall in the
battle too, and if they do feel free to loot their corpses if you need some
new armor. Berich still has the key, so if he falls in the battle you'll have
to locate his body and take the key from his corpse. The tower that leads to
the tunnel entrance is located at the north end of the city, so you'll have to
fight your way there and you will more than likely have to deal with the upper
half of the city by yourself. When you have made it inside of the tower, go
through the "Trap Door to Castle Kvatch Passageway."
Avoid the flames as you move through this hall, once you reach the end look
to the walls for a ladder that leads back up to Kvatch. Climb up the steps in
front of you and activate the gate lever to raise the gates. Matius and his
remaining(if any) men will charge through the gates and another large battle
will ensue with some more Daedra. Once the enemies in this area have been
dealt with, you will need to follow Matius into Castle Kvatch to try and
locate the count of Kvatch, Ormellius Goldwine. Follow Captain Matius into the
Kvatch Castle Great Hall, I suggest saving just outside of this area, as there
are many enemies inside the castle. When the area has been cleared, Captain
Matius and any remaining guards will stay to hold the great hall, while you
prepare to move to the back of the castle to try and locate the count. Head
up the steps and go through the door leading to the Great Hall.
There are plenty of enemies in this area for you to deal with. If you are
getting swarmed, you can retreat back to the prior area to receive some
help from Matius if they follow you back. Do not just barge into this area,
work your way up the room, hopefully the enemies will not gang up on you.
Make your way up this room and go through the door leading to the Count's
Quarters. This next area has a few more enemies too, so I suggest saving your
game before doing anything else. Scour the Count's Quarters and you will find
the body of Ormellius Goldwine. Search his body and retrieve his Signet Ring.
Now you need to backtrack to the Kvatch Castle Great Hall. Before leaving
the Great Hall, look to the look for a table to the left of the door that
leads to the room where Matius is waiting. There is a book entitled "A Dance
in Fire, v4." This is a skill book and once it is read, you will gain one
level in your Acrobatics skill.
Speak with Captain Matius and tell him of the Count's fate. He will ask for
the Count's ring, which you should have picked up off of the Count's corpse
in the Count's Quarters. Hand it over to him, and in return for your help he
will give you his armor, Kvatch Cuirass.
==============================================================================
...Imperial Dragon Armor - (UA02).............................................
==============================================================================
After you have completed the final quest "Light the Dragonfires" in the main
quest line, speak to Chancellor Ocato. He will name you Champion of Cyrodiil
and order a full suit of Imperial Dragon armor to be forged for you. It will
take some time to make this armor, however. You will have to wait two in-game
weeks before you can go to the Imperial Legion Compound and pick up your
armor. A good way to pass time by very quickly is to use the fast travel
feature and travel great distances each time. From one side of the map to
the other, the time will pass very quickly.
When you receive the notification telling you that your suit of Imperial
Dragon armor is ready, you can visit the Imperial Legion Compound in the
Imperial City's Prison District. When you first enter the District, turn
right and hug the wall, open the iron gate and enter the Armory. Your armor
is sitting on the table straight ahead, make sure you get every piece before
leaving. The Imperial Dragon armor will be classed as either light or heavy,
depending on which armor skill you had higher at the time. Enjoy your new
set of armor!
==============================================================================
...Vampire Cure - (UA03)......................................................
==============================================================================
Once you've been inflicted with Vampirism, go to the Arcane University in the
Imperial City and speak to Raminus Polus. Raminus tells you that the Count of
Skingrad has done the most recent research on the subject of a cure. Since
Raminus can't tell you anything, you'll have to go and see the Count. Travel
to Skingrad Castle, head inside and speak to Hal-Liurz, tell her that you must
see the Count at once. Hal-Liurz will then go off to find the Count for you.
Wait in the Hall until the Count of Skingrad, Janus Hassildor, approaches you.
Listen to Hassildor's little story. Agree to help find a cure, he'll send you
out looking for a witch, reportedly seen in the wilderness along the Corbolo
River, which is located east of the Imperial City and south of Cheydinhal.
Be sure that "Vampire Cure" is your active quest. The active quest arrow will
point you towards a small settlement called Drakelowe. Locate the farmhouse,
open the door and head inside. Melisande should be inside, speak to her and
ask here about the "Cure for Vampirism." Melisande is not willing to help you
with your little problem from the kindness of her heart. Of course not. She
wants you to bring her five EMPTY Grand Soul Gems. Grand Soul Gems are not the
easiest item to come by, and she wants five of them. This task will not be
made easier by the fact that you are a vampire, especially considering that
you are limited to traveling at night if you haven't been feeding.
The single best place to find empty Grand Soul Gems is the from the Mystic
Emporium, located in the Imperial City Marketplace District. Though, there is
usually only one EMPTY Grand Soul Gem in stock at a time. However, all you
must do is wait in the Emporium, in 24 hour increments. Between each waiting
session, check to see if the owner has re-stocked. If so, buy the empty one
from him. Rinse and repeat until you have your five empty Grand Soul Gems.
Keep in mind, it can take quite a few days for you to acquire five Soul Gems
this way (up to ten days between re-stocks). However, coupled with the wait
feature, this is the quickest way to acquire the Soul Gems.
When you have obtained five empty Grand Soul Gems, travel back to the
Drakelow settlement and speak with Melisande. Present the five Grand Soul Gems
to her. She agrees to fix you a cure, but first she will need you to gather
some ingredients. Six cloves of Garlic, five Nightshade leaves, two shoots of
Bloodgrass, the blood of an Argonian (any Argonian's blood will do), and the
ashes of a POWERFUL vampire. Ask Melisande about the "Argonian Blood," she'll
hand over an enchanted dagger with "Bleed on Strike. Ask about the Vampire
Ashes, she will tell you of a powerful vampire by the name of Hindaril, who
can be found in the area near the North Panther River. We'll worry about him
later, let's gather all of the other ingredients (in other words, the easy
stuff) first.
Garlic, Nightshade and Blood Grass can be purchased from the "All Things
Alchemical" store in Skingrad. Since Falanu only keeps a limited amount of
alchemy supplies in stock at a time, you'll have to look for the rest of the
required items elsewhere. She takes way too long to re-stock, so don't even
bother waiting. There are two cloves of Garlic hanging from the fireplace in
the store. You'll have to creep up behind the counter and still them while
Falanu is not looking. This is easier said then done, but if your sneak skill
is high enough, you should be able to crouch in the corner left of the fire-
place and take them without her catching you (make sure the eye icon is
faded). That, or you can lure her upstairs, then quickly run down the stairs
and snatch the Garlic while she is slowly walking back down. There are three
more cloves of Garlic on the fireplace in the "Colovian Traders" store, also
in Skingrad. Check "A Warlock's Luck" in Bravil, if you need more Garlic.
One thing to keep in mind, certain shop keepers refuse to have anything to do
with vampires, so if you happen to be far enough along in your Vampirism, they
will not sell you anything. If this happens, you will have to sneak into a
person's house at night while they rest, sneak up to them and feed. Back to
ingredients, Blood Grass can be easily found by traveling through an Oblivion
gate. You only need two shoots, too. However, if you are unable to go through
a gate, there is a cave that contains Blood Grass, Brittlerock Cave. Brittler-
ock Cave is located northeast of Anvil, under the "A" in "COUNTY KVATCH" on
the world map. You can purchase some more Nightshade from "The Gilded Carafe"
store in the Imperial Cities Market District. Tertullian Verus of the "Three
Brothers' Trade Goods" store may also carry Nightshade. Check "The Main
Ingredient" if you still need more Nightshade.
Now, for the blood of an Argonian and the ashes of a powerful vampire. The
Argonian blood will not be a problem, since it can be from any Argonian. A
good place to find an Argonian is Leyawiin. Or you can try and find an enemy
marauder that is Argonian. In Leyawiin, try to find the beggar Dech the
Scalawag, he's Argonian. Remember, you do not need to kill him, just deal some
damage to him. If the guards catch you, do not go to jail or pay the fine,
especially if you have stolen ingredients with you. Just run away from the
city, travel to the area marked on your map so you can face the vampire, the
spot is not too far from Leyawiin. You'll find yourself at a location called
"Redwater Slough." Locate the door and head inside.
Hindaril is behind a Very Hard locked door, so unless you have plenty of picks
or a high Security skill, you'll have to track down the key. Look to your
local area map, the key is down the south tunnel, leading into the south
chamber. After emerging from the water, open the chest next to the zombie and
remove the key. Now, simply follow your compass to Hindaril. There are other
vampires about, so take them out before you face Hindaril. When you have
killed Hindaril, take the ashes from his corpse. If you have everything, it's
time to return to Melisande.
Travel back to Drakelowe and speak to Melisande there. Give her all of the
ingredients that you have acquired. It will take her 24 hours to brew the
potion. Wait for 24 hours, then speak with Melisande once more and ask about
the cure. She will hand over the potions. With the potions in hand, return to
Skingrad Castle and request an audience with the Count. Follow Hal-Liurz out
to the courtyard. She'll reveal the Count's resting place. After the scene, do
as the Count says and speak with Hal-Liurz in 24 hours. Wait for the Count to
approach you, speak to him about your "Reward" and he'll give you some money.
Go ahead and drink that Vampirism Cure potion, you've earned it. Keep in mind,
by doing so, you will not have the option to become a vampire again.
------------------------------------------------------------------------------
- Downloadable Content - [DLC]
------------------------------------------------------------------------------
If you are playing Oblivion on the Xbox 360 and have access to Xbox Live, the
content can be downloaded via the Xbox Live Marketplace. PC users can visit
Bethesda's webstore, below:
http://obliviondownloads.com/StoreCatalog_ProductList.aspx?SubCategoryId=1
PS3 owners, sit tight.
**Note: For information on the Knights of the Nine downloadable quest line,
check the "Knights of the Nine" sub-section, under the "Quest Walkthroughs"
section.
Below is a list of each download, their prices and short descriptions.
Horse Armor Pack
----------------
Cost - 200 MP/$1.99 USD
Description - Adds the "Horse Armor" quest. Allows you to outfit your mount
with either Elven or Iron armor.
Orrery
----------------
Cost - 150 MP/$1.89 USD
Description - Adds the "Repairing the Orrery" quest. Allows you to access the
Orrery in the Arcane University, Imperial City.
Wizard's Tower
----------------
Cost - 150 MP/$1.89 USD
Description - Adds the "Frostcrag Spire" quest. Allows you to furnish and
inhabit a wizard's tower.
The Thieves Den
----------------
Cost - 150 MP/$1.89 USD
Description - Adds the "Dunbarrow Cove." Allows you to recover and furnish a
thieves den, below Anvil.
Mehrunes' Razor
----------------
Cost - 250 MP/$2.99 USD
Description - Adds the "Unearthing Mehrunes' Razor" quest. Adds a huge new
dungeon, with some great equipment within.
The Vile Lair
----------------
Cost - 150 MP/$1.89 USD
Description - Adds the "Deepscorn Hollow" quest. Allows you to furnish and
inhabit a lair geared towards evil characters.
Spell Tomes
----------------
Cost - 80 MP/0.99 USD
Description - Adds a new type of item, "Tomes" to the world's random
treasures. Each tomb contains a spell, upon reading a tomb, that
spell is added to your arsenal.
As soon as you purchase one of these mods and load a save game, the quest
pertaining to that mod will instantly become available.
==============================================================================
...Horse Armor - (DC01).......................................................
==============================================================================
To begin, locate the "Chestnut Handy Stables," just outside west of the
Imperial City. Enter the small house here, speak with Snak gra-Bura inside.
Tell her that you are there about the Horse Armor. If you don't have a horse,
tell her that you want one, and are willing to take anything. She'll give you
a free horse, outfitted in Steel armor. From now on, you can speak to Snak
gra-Bura at the Chestnut Handy Stables, she will outfit any legally owned
horse with either Steel or Elven armor for a fee of 500 gold.
*WARNING: Once horse armor has been applied, it CANNOT be removed. DO NOT
apply horse armor to Shadowmere, doing so you risk losing her.
==============================================================================
...Repairing the Orrery - (DC02)..............................................
==============================================================================
The note from Bothiel asks that you recover several Dwarven artifacts that
have gone missing. Your first stop, Camp Ales. Be sure to have "Repairing the
Orrery" as your active quest. Travel to Camp Ales, locate the Bandit Carrier,
kill him and loot the body for an "Undelivered Letter" and one of the Dwarven
Artifacts. The letter contains a list of each camp that contains a Bandit
Carrier with a Dwarven Artifact. The Camps are: Brotch, Bodean and Varus. They
are all relatively close to each other. The Bandit Carrier at each of these
camps seem to carry rather powerful magic items, so be sure to search through
their equipment after killing them.
Once you have acquired two Dwarven Cogs, a Dwarven Coherer, a Dwarven Cylinder
and a Dwarven Tube, travel to the Arcane University and head inside. Speak to
Bothiel once inside, she will take all of the artifacts from you. She requires
one day to fix the Orrery. Once a day has passed, you will be able to enter
the Imperial Orrery in the Arcane University. Head inside, go up the steps and
activate the "Imperial Orrery Console." Activating it again, you will receive
a new power.
The table below lists each power and the effects that will occur upon casting.
They are listed in the order that they are available. The power that is
received from the Orrery changes every three days. For example, if you receive
"Masser's Might," returning in three days will give you "Masser's Grace." All
effects listed below last for a duration of 60 seconds.
O=======================O=================O===============O==================O
| - POWER - | Fortify (+20) | Drain (-20) | - Moon Phase - |
O=======================O=================O===============O==================O
| Masser's Might | Strength | Speed | New |
|-----------------------+-----------------+---------------+------------------|
| Masser's Grace | Agility | Endurance | Waxing Crescent |
|-----------------------+-----------------+---------------+------------------|
| Secunda's Will | Willpower | Intelligence | First Quarter |
|-----------------------+-----------------+---------------+------------------|
| Secunda's Opportunity | Luck | Personality | Waxing Gibbous |
|-----------------------+-----------------+---------------+------------------|
| Masser's Alacrity | Speed | Strength | Full |
|-----------------------+-----------------+---------------+------------------|
| Secunda's Magnetism | Personality | Luck | Waning Gibbous |
|-----------------------+-----------------+---------------+------------------|
| Secunda's Brilliance | Intelligence | Willpower | Last Quarter |
|-----------------------+-----------------+---------------+------------------|
| Masser's Courage | Endurance | Agility | Waning Crescent |
o-----------------------o-----------------o---------------o------------------o
==============================================================================
...Frostcrag Spire - (DC03)...................................................
==============================================================================
Frostcrag Spire is a "house mod," as one might call it. This meaning that you
are given an additional residence, more interesting then the homes initially
available in Oblivion. Frostcrag Spire is a giant tower, geared towards a
magic based character build. Frostcrag Spire is located east of Bruma. Travel
to your newly acquired home and enter. In the center of this room, there is a
book entitled "Frostcrag Spire Memoirs." Read this book open up the main room.
The book explains that furniture and such for Frostcrag Spire can be purchased
from Aurelinwae, who can be found at the "Mystic Emporium" in the Market
District of the Imperial City.
Travel to the Imperial City's Market District, locate the Mystic Emporium and
enter. Speak to Aurelinwae and barter. She'll sell you the Frostcrag Alchemy
Lab, Frostcrag Bedroom Area, Frostcrag Library Area, Frostcrag Vault Area and
Magetallow Candle Boxes for the altars. All for relatively reasonable prices,
considering the fact that you recently received a giant wizard's tower for
absolutely nothing. Once you have purchased everything, return to the tower.
There are a few things you can do with your new home. First of all, you now
have your own personal "Altar of Spellmaking" and "Altar of Enchantment." You
can create your own spells and enchant your equipment without having access to
the Arcane University's facilities. Approach the altars, with the Magetallow
Candle Boxes in your inventory, and press the A button to apply the candles.
Moving on, between the two altars, there is an "Atronach Altar." With this
altar, you can summon an Atronach minion of either Storm, Frost or Flame. The
Atronach that you summon depends on the type of salt that you submit to the
altar. A Storm Atronach requires 3 Void Salts, Frost requires 3 Frost Salts,
and Flame requires 3 Fire Salts.
In the "Frostcrag Spire Living Area," you have access to a botanical garden
that contains each and every type of plant in Cyrodiil, including the ones
found in the Oblivion realm. Next to the portal leading back to the Main
Level, in the jewelry box on the shelf, there is a powerful magic ring called
"Pentamagic Loop." It fortifies Conjuration, Destruction, Illusion, Mysticism
and Restoration by 5 pts each. There is also a vault, accessible from the Main
Area. It contains several treasure chests, as well as a couple of rare bottles
of wine.
==============================================================================
...Dunbarrow Cove - (DC04)....................................................
==============================================================================
Completing "Dunbarrow Cove" allows you to have your very own thieves den,
complete with your own crew. You'll need to travel to Anvil. Outside of Anvil
underneath Anvil Castle, there is a door leading to "Smuggler's Cave." Enter,
Proceed through the tunnel straight ahead, you will come to a door leading
into Dunbarrow Cove. Unfortunately, the caverns are full of the skeletons of
the Black Flag's fallen crew. Before you can fix this place up, you will have
to kill each and every skeleton. Kill all of the skeletons around the outside
area first, the skeleton of Captain Dugal can be found in the "Captain's
Quarters," overlooking the Black Flag. Upon defeating the captain, you are
informed that upgrades can be purchased from Dahlia Rackham of the Clarabel-
la. You can also speak to her about hiring crew members.
The Clarabella is docked along the Anvil Docks, enter and speak with Dahlia
Rackham. Ask about "Dunbarrow Cove Upgrades." Here, you can hire a crew and
upgrade the Captain's Quarters. Purchase everything available, then return to
Dunbarrow Cove. Once a week, you can send a crew member out on a mission. By
doing so, at the end of the week that member will return and share some of the
acquired gold with you. There are some other interesting things about Dunbarrow
Cove as well. There is a "Training Chest" that you can use to raise your
Security level. Certain crew members will also sell you items and train you
in certain skills.
==============================================================================
...Unearthing Mehrunes Razor - (DC05).........................................
==============================================================================
This is a fairly long quest, and arguably one of the best value downloadable
content available. Be sure that you have plenty of lockpicks before you
proceed. Travel to Sundercliff Watch, the area has been marked on your map. To
make things easier, be sure that "Unearthing Mehrunes Razor" is set as your
active quest. When you have reached Sundercliff Watch, locate the entrance and
proceed in. There are Drothmeri soldiers in the immediate area. Go through the
tunnel at the end of the area, to the right of the old wooden door is an
"Abandoned Knapsack." Open it and retrieve the "Small Diary" that's inside.
The diary contains a password, "Chimer," uttering this before the Old Wooden
Door will open it. There are plenty of Drothmeri in this fort, so be extra
careful. They are extremely reckless, and will charge straight at you. They're
fast, too. Proceed with caution, there are many dark sections here, so it's
easy to be stealthy, if that's your game.
The red active quest arrow on your map is pointing to the area that you need
to go to next. Following the red arrow, you will come to a door leading to the
"Sundercliff Village." Through the door, you will find yourself before an
underground community. Pretty cool, unfortunately all of the inhabitants are
hostile. Speaking of which, most of the Drothmeri that you encounter will have
an impressive assortment of arrows, so be sure to stock up. Look for the door
leading into the "Jail" (it's on the hill that you first come to, near the
fire) and head inside. Here you can find some awesome equipment. Look for the
cell that contains the Morag Tong Assassin and kill him. Take all of the
"Morag Tong" armor that he is wearing.
You'll have to locate the door leading to the "Sundercliff Commune" area next.
The currently red quest arrow is not pointing directly to this door, but
following the arrow should take you to it. Once in the commune, follow the
arrow to "Frathen Drothan's Quarters." Inside, read Drothan's Journal on the
desk straight ahead. Two quest arrows now point to the Forgemaster and
Commander. Start with the Commander, the "Commander's Quarters" are right next
to Frathen Drothan's. Inside, kill the Commander, then head up the stairs and
into the Commander's room. Next to the bed, on the table, sits an "Enchanted
Bezoar," one of the two that you need. Pick it up and leave the Commander's
Quarters.
Head back to the "Sundercliff Village" area, and follow the quest arrow to the
door leading to the "Sundercliff Forge" area. You won't be able to reach the
Forgemaster from here, you'll have to travel through this area and enter the
"Sundercliff Mines." Look to the local area map, notice that the arrow is
right of the entrance to this area. There is a tunnel that you have to travel
through to reach this door, it is on the top right portion of this map. The
door leads back to the "Sundercliff Forge," but this time, allowing you to
encounter the Forgemaster. Follow the arrow to the Forgemaster. Kill him, then
enter the "Forgemaster Tent." The second Enchanted Bezoar is to your right as
soon as you enter. Back outside, follow the red arrow. You will come to a pull
rope, pulling it will lower the rock wall before you.
Go through the door leading back to the "Sundercliff Village" area. Once
again, locate the door leading to the Commune area and go through. You'll
have to drop down to the lower level here. Follow the green quest arrow to the
door to "Varsa Baalim." Place the two Enchanted Bezoars on the two Enchanted
Pedestals to the left and right of the door. Doing so, the barrier disappears.
Proceed into the "Excavated Ruin." Make your way through the ruin, eventually
you will come to the door leading into "Varsa Baalim." Inside, there are both
Vampires and Drothmeri. They will fight each other, so hang back and watch,
then pick off the winners. There is no quest arrow to guide you, but it is not
too hard to find your way around. Ignore the doors leading to "Cava Arpenla,"
and instead move to the opposite end of the first area and go through the door
leading to "Cava Beldmeld."
Exit this Cava Belmeld through the other door. You'll find yourself on the
other side of the rocks that were blocking your progression. Travel to the end
of this area, you will eventually reach a door leading to an area called "Cava
Marspanga." Kill all of the Vampires and Drothmeri in the initial area, then
take the stairs up to a door leading back to "Varsa Baalim." Turn left and
climb up the ramps. Approach the glowing crystal formation. Descend down the
stairs and enter the area called "The Nefarivigum." Descend down the sets of
stairs and eventually, you will encounter Frathen Drothan. He is poorly
armored, so killing him shouldn't be a problem. However, he will more than
likely be wielding a deadly enchanted weapon, so be careful. Once he is dead
look for a bedroll, pick up the book next to it.
Now, for Mehrunes Razor. By reading the journal, you'll learn that by eating
the heart of Dagon's champion, you will be able to obtain the Razor. Approach
Msirac Faythung and take the "Beating Heart" from him. You don't really have
to eat it... unless for some odd reason you really want to. Once you have the
heart, try to open the gate at the end that the Razor is behind. Defy Dagon's
challenge, the gate will open. Now you have the Razor, but you will have to
face Msirac Faythung now. You can escape through the door leading to the
"Forgotten Tunnels." Swim under the water, go through the wooden door and you
will find yourself back outside of Sundercliff Watch. Mehrunes Razor has a
small chance of instantly killing an enemy on strike. Not the best weapon, but
at least it looks cool... Remember, if you happened to contract Porphyric
Hemophilia, don't forget to pray at one of the chapels or drink a Cure Disease
potion.
==============================================================================
...Deepscorn Hollow - (DC06)..................................................
==============================================================================
If your character is evil, you'll probably like Deepscorn Hollow. First and
foremost, getting there. It's located south of Leyawiin. The location has been
marked on your map, so travel to the location. The entrance to Deepscorn
Hollow is actually located under the water. It can be hard to see while
underwater, especially during the night. You can use the local area map to
help you find the entrance. The entrance is at the end of a long log tunnel,
if that helps. Once inside, get yourself out of the water. As soon as you are
back to standing on solid ground, turn right and read "Greywyn's Journal." By
reading this journal, you learn that you can purchase some upgrades for your
recently acquired lair by speaking with Rowley Eardwulf, who can be found at
the Wawnet Inn, just outside of the Imperial City to the west.
Travel to the Wawnet Inn and speak to Rowley, who can be found sitting on some
stairs by the entrance. He is selling a lot of different upgrades, the prices
are a little high, too. From him you can purchase the Deepscorn Bedroom Area,
Deepscorn Cattle Cell, Deepscorn Dining Area, Deepscorn Garden Receipt,
Deepscorn Storage Area, Deepscorn Study Area and the Ichor of Sithis. Once you
have purchased everything from Rowley, return to Deepscorn Hollow.
There are a few interesting things that you can do with your new lair. You'll
find Chokeberry Vines, a new type of plant that acts very much like poison
apples. You have a Dark Minion, by speaking to him, you can send him out to
murder hapless civilians, allowing you to take items from the "Victim's Loot
Chest," found in the Minions room. In the "Deepscorn Cloister" area, there is
a cattle cell with a prisoner that you can feed on if you are a vampire.
Through "Deepsorn Bastion," you will find "Deepscorn Shrine." Place the Ichor
of Sithis in the altar. Praying to this shrine while evil will give you the
same benefits as praying to an altar in one of the city chapels.
In "Deepscorn Cloister," you can also cure yourself of Vampirism, simply by
mining some Purgeblood Salts, jumping into the pool in the middle of the
chamber and then activating the "Font of Renewal." It sure is easier then
setting out on that long and arduous "Vampire Cure" quest. Know that by
curing yourself of Vampirism, you will not be able to contract Porphyric
Hemophilia again.
------\=======================================================================
[*06] \ - Shivering Isles -
--------\=====================================================================
Shivering Isles is the first (hopefully not last) expansion pack for The Elder
Scrolls IV. This expansion pack allows you to travel to the Daedric Lord
Sheogorath's realm, the Shivering Isles. There is a large new area to explore,
a brand new questline filled with intrigue, new weapons, armor, creatures,
side quests and more.
------\===---===---===---===---===---===---===---===---===---===---===---===---
[I01] \ - Main Quest -
--------\---===---===---===---===---===---===---===---===---===---===---===----
A Door in Niben Bay........................................(SM01)
Through the Fringe of Madness..............................(SM02)
A Better Mousetrap.........................................(SM03)
Baiting the Trap...........................................(SM04)
Understanding Madness......................................(SM05)
Addiction..................................................(SM06)
The Lady of Paranoia.......................................(SM07)
The Cold Flame of Agnon....................................(SM08)
Ritual of Accession........................................(SM09)
Ritual of Mania............................................(SM10)
Ritual of Dementia.........................................(SM11)
Retaking the Fringe........................................(SM12)
Rebuilding the Gatekeeper..................................(SM13)
The Helpless Army..........................................(SM14)
Symbols of Office..........................................(SM15)
The Roots of Madness.......................................(SM16)
The End of Order...........................................(SM17)
The Prince of Madness......................................(SM18)
==============================================================================
...A Door in Niben Bay - (SM01)...............................................
==============================================================================
When you download Shivering Isles and load Oblivion for the first time, wait
or sleep for two days and you will receive a message explaining that an odd
doorway has appeared on a small island in the Niben Bay. The location is then
marked on your map, it is north of the "l" in "Bravil." Well, what are you
waiting for? Fast travel to the location on your map closest to the new
location, then from there swim out to the island. Upon reaching the island,
you will encounter a guard named Gaius Prentus, as well as a strange Khajiit
named S'fara. Stand back, a Dark Elf by the name of Belmyne Dreleth. Straight
away, you can tell that there's something not quite right with this fellow.
Belmyne quickly attacks, help the guard take him out. You can speak with Gaius
to learn more of this "Strange Door."
Eventually, a disembodied voice will beckon you, inviting you to step through
the doorway and into the Isles. While you normally shouldn't be in the habit
of trusting disembodied voices, nevertheless take the plunge and step through
the "Door to the Fringe." The man behind the desk, Haskill, asks you to take a
seat. Do so, then speak with him from across the table. Haskill explains that
the Daedric Lord Sheogorath is looking for a mortal to become his champion.
He gives you a choice, turn back the way you came or enter the Realms of
Madness. Speak with him and choose the latter.
==============================================================================
...Through the Fringe of Madness - (SM02).....................................
==============================================================================
Before you can enter Shivering Isles, you must first pass through the Gates
of Madness. While this may not seem like a daunting task at first, you will
quickly discover upon your arrival that passing through the Gates of Madness
will be far from simple. Following the green arrow on your map (assuming you
have "Through the Fringe of Madness" set as your active quest), you will be
lead to the Gates. As you can see, there is quite a large obstacle that stands
before the Gates of Madness. The Gatekeeper. Stand back and watch as the giant
Gatekeeper obliterates the band of adventurers. It would not be very wise to
attempt killing this monster without any aid. Step away from the Gates of
Madness quickly, the focus of the Gatekeeper's rage will quickly change to you
once all of the adventurers are dead. By obtaining a couple of items, you can
actually kill the Gatekeeper quite easily.
Locate "The Wastrel's Purse" in the Fringe and step inside. Once inside, look
for a woman named Relmyna Verenim, who should be in one of the rooms up the
stairs. By speaking to her, you will learn that she is the creator of the
Gatekeeper that stands in your path. Other than that, she offers very little
else. From the door leading into her room, turn left. On the table, there is
a "Letter to Sheogorath." Only while she is not looking (while crouching, be
sure that the sneak icon is faded and not solid), read the letter. The letter
explains that Relmyna visits the Gatekeeper each night at around midnight. So,
wait a safe distance away from the Gatekeeper and wait for Relmyna around
midnight. Eventually, Relmyna will appear. Wait until Relmyna has left the
Gatekeeper, then go and retrieve the "Tear-filled handkerchief" that she left
on the ground. By doing this, you will receive three "Tears of Relmyna," a
poison that can be applied to a melee weapon or arrow. It is very effective
against the Gatekeeper.
Now, you must locate and speak to a man by the name of Jayred Ice-Veins. You
can learn of him by speaking to a Redguard named Shelden, you should be able
to find him wandering the streets of Passwall. By speaking with Shelden about
the Gatekeeper, an arrow pointing to Jayred will appear on your compass.
Follow this area to the Nord and ask him about the "Gatekeeper." He agrees to
help you kill the Gatekeeper, if you can use a lockpick to allow him to gain
access to the "Gardens of Flesh and Bone." There, apparently the body of a
dead Gatekeeper can be found. Jayred believes that, if he fashions arrows out
of the bones of this dead Gatekeeper, they will greatly harm the current
Gatekeeper. Before you agree to do anything, be sure that you have the "Tears
of Relmyna," When ready, speak with Jayred and select "Lead on." Unlock the
gate and help Jayred kill all of the skeletons inside. Once he has the bones,
he explains that they will be ready in a few hours.
Once a few hours have passed, locate and speak to Jayred, ask him about the
"Bone Arrows." He'll hand some of the arrows over to you. Be sure that you
have a bow with you, if not, you can simply apply the tears to a melee weapon,
this may be enough to take the Gatekeeper out, when coupled with the bone
arrows that Jayred is using. Tell Jayred to follow you. When you reach the
Gates of Madness, equip your bow and the Bone Arrows if not already, then
apply Relmyna's Tears to one of the arrows. With both Jayred and yourself
shooting at the Gatekeeper, he should fall quickly. Search the Gatekeepers
corpse and retrieve the "Key to Dementia" and the "Key to Mania."
Haskill will appear, he explains that the two doors lead to Dementia and
Mania. The one on the left leads to Mania, the one on the right leads to
Dementia. If you go through the door leading to Mania, you will receive a
greater power called "Blessing of Mania." Through the door to Dementia, you
will receive a greater power called "Blessing of Dementia." The Mania power
casts Frenzy, the Dementia power casts Demoralize. Neither of the powers are
particularly useful. Step through whichever door you wish.
Once you have passed through the Gates of Madness, you will have to endure a
long trek to "New Sheoth Palace," which is on the other side of the island. To
get to New Sheoth Palace, you will have to enter either the city of Bliss or
the city of Crucible. Once inside one of these cities, follow the red active
quest arrow to the door leading into the "Palace Grounds" area. Enter
"Sheogorath's Palace," locate and speak to the Daedric Lord himself. He
explains your task to you. In the process, he'll hand over the "Charity of
Madness" amulet. Charity of Madness adds Fire, Frost and Shock resistance
effects when worn.
==============================================================================
...A Better Mousetrap - (SM03)................................................
==============================================================================
Shegorath has given you the "Manual of Xedilian" and a device called an
"Attenuator of Judgement." You're told to head to the dungeon of Xedilian and
help return it to proper working order. You can either speak to Sheogorath's
servant Haskill for more information, or you can read the Manual of Xedilian
that you have been given. You learn that, if you wish to restore Xedilian to
its prior state, you must activate the "Resonator of Judgement." To do this,
you must first retrieve three "Focus Crystals" and place each of them in a
"Judgement Nexus." Xedilian has been marked on your map. It is a fair distance
from your current location, but if you fast travel back to the Gates of
Madness, it is a relatively short trek from there. Xedilian itself is
inhabited by Grummites, make sure that you are well prepared before you venture
inside.
Once inside of Xedilian, hit the push button to the right of the gate to open
raise it. Follow the green arrow on your compass (assuming that you have "A
Better Mousetrap" set as your active quest). You will come to another gate,
which can be raised by pushing the push button on the wall to the right of the
gate. The green arrow points to one of the Judgement Nexus. In the immediate
vicinity of this nexus, there should be a Grummite that is holding a "Crystal
Staff." Kill this Grummite and retrieve the staff from its body. One of the
Focus Crystals that you are looking for is attached to the Crystal Staff. Your
character will automatically detach the Focus Crystal from atop the staff.
With the first Focus Crystal, activate the Judgement Nexus. Now, the active
quest arrow points to the next Judgement Nexus. The arrow will eventually lead
to an area with push bottom on the base of a statue, press the button to fall
down to the area with the Nexus. The Grummite Shaman is in the area with the
Nexus, find and kill the Shaman. Take the Crystal Staff and place the Focus
Crystal in the Judgement Nexus. The active quest arrow will now point you to
a door that leads into an area called "Xedilian, Halls of Judgement." Follow
the arrow to the final Judgment Nexus, the Shaman is more than likely right in
the cage that contains the Nexus. Obtain the Focus Crystal and activate the
final Judgement Nexus. A new path will open once you activate the final Nexus.
Finally, the arrow now points to the Resonator of Judgement.
==============================================================================
..Baiting the Trap - (SM04)...................................................
==============================================================================
Once the Resonator has been attuned, a gate opens up to the right, a
teleportation pad leading back to the Xedilian area is now accessible. Step on
the pad and instead of being transported back to the entrance, you will be
teleported to an entirely different area of Xedilian. A Dark Elf named Kiliban
Nyrandil will initiate a conversation with you. He explains the purpose of
Xedilian. The dungeon acts as a trap of sorts, to catch na?e adventurers who
are looking for fame and glory within the Shivering Isles. You were teleported
to this location because a band of adventurers have entered Xedilian, giving
you the chance to have some fun with them. Speak to Kiliban or consult the
Manual of Xedilian to learn more about using the dungeon's mechanisms.
As the Manual explains, there are three different rooms the "Chamber of
Conversion," "Chamber of Avarice" and the "Chamber of Anathema." In each of
the control platforms, there are two buttons: A green button and an orange
button. You can only press one of the buttons for each room. Each button
activates a room's test, either manic or demented. The green button (or the
one to your left) is the demented, which kills the "Xedilianites," the orange
button (or the one to your right) is manic, which drives them mad. It does not
matter which button you press, you will receive the same treasure either way
at the end of this quest. You can read the Manual if you wish to know what
a button will do in the different rooms, then decide which one you would like
to witness.
Once all of the Xedilianites have been dealt with, step on the last teleport
pad to be teleported to the reception chamber. Collect your earnings from the
"Recovery Chest," you are also given the Dawnfang/Duskfang sword. "Grommok's
Journal" describes this unique sword. Basically, it changes to "Duskfang" at
dawn and "Dawnfang" at dawn. Killing with this weapon will make it more
powerful. It is like two different swords, though you cannot be in possession
of both of them at the same time. Exit this room by going through the passage
to the right of the chest. You are attacked by three Knights of the Order in
this area. Be sure to take the "Heart of Order" from each downed Knight. After
the battle, speak to Nyrandil to learn more about the Knights of Order that
you encountered.
==============================================================================
...Understanding Madness - (SM05).............................................
==============================================================================
Travel back to Sheogorath's Palace and speak with Sheogorath. You are given
the "Summon Haskill" lesser power. Summon Haskill once, speak with Sheogorath
and then summon Haskill again. With that over and done with, speak with
Sheogorath to learn about Jyggalag and the Knights of Order. Sheogorath orders
you to speak with both the Duchess of Dementia, Syl, and the Duke of Mania,
Thadon. There are two doors to the left and right of Sheogorath's throne.
While facing the throne, the door to the right leads to the "House of
Dementia," while the door on the left leads to the "House of Mania." At this
point, two new quests are added, the quest "Addiction" and the "The Lady of
Paranoia" quest. They can be completed in whichever order you please.
Once you have completed both "Addiction" and "The Lady of Paranoia," return to
Sheogorath for further briefing.
==============================================================================
...Addiction - (SM06).........................................................
==============================================================================
The Dutch of Mania, Thadon, can be found in the "House of Mania," most likely
in the "Halcyon Conservatory" area. Be sure to have "Addiction" set as your
active quest, so you can easily locate Thadon, wherever he is. Within Thadon's
incoherent babble, you learn of an item called the "Chalice of Reversal." He
does not know where this chalice is, so you will have to find someone in the
palace who does know. Wide-Eye, an Argonian, can help you. She should be in
the House of Mania, or in the Halcyon Conservatory. Ask her about the Chalice,
she mentions a location called "Dunroot Burrow." Inquire about this further,
if her disposition towards you is high enough, you learn that one can only
enter Dunroot Burrow if they have taken a substance called "Felldew." This
substance can be acquired from a specific variation of a creature called an
Elytra.
Dunroot Burrow has been marked on your map, as you can see it is quite a long
distance from your current location. It can be quite difficult to reach this
location if you try to take an indirect root. There is a road that will take
you directly to Dunroot Burrow, the north road leaving Bliss. Travel this road
until you reach "Camp Hopeful," take the dirt road here straight to Dunroot
Burrow. Right outside, look for the Elytra containing the Felldew. You can
tell when an Elytra is holding Felldew if their body is faintly glowing. Kill
the Elytra Hatchling and retrieve the Felldew from its body. The "Barrier
Membrane" at the entrance to Dunroot Burrow cannot be opened unless you have
consumed some Felldew. Locate the Felldew in the Ingredients section of you
inventory and eat it. The membrane opens, proceed inside.
You're going to want to move through the Burrow rather fast. The Felldew
effect does not last forever, it wears off fairly quickly, putting you into a
state of "Felldew Withdrawal," crippling you to an extent. Sure, the effects
may not seem too bad at first, but they will get worse if you let the
withdrawal continue. There should be plenty of Elytra that hold Felldew, and
if you take care not to loiter, you'll be able to make it through without a
hitch. The active quest arrow is pointing towards a door leading to the
"Dunroot Burrow, Kelp Fen" area. The initial area of Dunroot Burrow contains
several different levels, when you are unable to progress look around for a
wood ramp leading up to the next level. The Kelp Fen area is comprised of many
tunnels, use the local area map here to make sure that you are not traveling
in circles.
The arrow will lead you to the "Dunroot Burrow, Drone Tunnels" area. This area
is simple to navigate, follow the arrow on your compass to the "Dunroot Burrow
Bramble Halls" area. Following the compass here will not help, the direct path
to the next area is blocked, so you will have to travel all the way around.
Use the local area map if you are having trouble finding your way. The area
that contains the Chalice is "Dunroot Burrow, Sanctum of Decadence." Travel up
the stairs. There are several Felldew Addicts in this area who will attack,
they are not armored at all, nor do they use weapons. The Chalice of Reversal
is on a pedestal in the middle of the upper area of the tower. Grab it. There
is no need to travel back through all of the areas of Dunroot Burrow, luckily
some stairs in this area lead up to a door, leading back directly to the
Sheogorath's Realm.
Back outside, you will encounter an "Obelisk of Order," which is a spawning
point for the Knights of Order. To destroy an Obelisk, place three "Heart of
Order" inside of it. Doing so will cause it to overload, closing it in the
process. Once an Obelisk of Order has been closed, you will usually be able to
retrieve a few items from it. Be sure to collect each and every Heart of Order
that the Knights you encountered were holding. Rest assured, you have not seen
your last Obelisk. With the Chalice of Reversal in hand, return to Thadon at
the House of Mania and hand it over to him.
==============================================================================
...The Lady of Paranoia - (SM07)..............................................
==============================================================================
The Duchess of Dementia, Syl, can be found in the "House of Dementia," located
in Sheogorath's Palace. If she is not in the main room, use the wait feature
to pass the time until she is there. Speak with you, it becomes immediately
evident that she is incredibly paranoid. She believes that people are spying
on her and conspiring against her. She tells you to seek Herdir, who can be
found in the torture chamber in the House of Dementia. With "The Lady of
Paranoia" quest set as your active quest, the quest arrow will point to
Herdir. Speak to him and tell him that you are the "Grand Inquisitor." He
explains that you must question the people of Crucible about the "Conspiracy."
You can probably imagine the type of "questioning" that will be taking place
with Herdir by your side.
Well, since you'll be questioning people, why not start with those closest to
Syl? Start by speaking with the Redguard Kathleen, who can usually be found
sitting next to Sill's throne. If he is not there, wait for a few hours.
Torture him twice, he will point you towards Anya Herrick. Anya can more than
likely be found wandering around the Palace Grounds area. Wherever she is, the
green quest arrow is pointing to her. Torture her, she will point you to a
Khajiit by the name of Ma'zaddha. Exit the Palace Ground through the door that
leads to Crucible. Locate Ma'zaddha and torture him, unfortunately he refuses
to tell you anything.
There are a few people that will be able to give you information on Ma'zaddha.
One is a Khajiit named Bhisha, you can find him either wandering the streets
of Crucible, or sleeping in a bedroll behind the "Things Found." Alternatively
Cutter of "Cutter's Weapons" will give you the same information. You learn
that Ma'zaddha meets a Dark Seducer named Nelrene late at night in Crucible.
You must eavesdrop on their conversation to learn more. Speak with Herdir and
send him back to the palace at this point. Both Ma'zaddha's and Nelrene's
locations are visible on your map, basically wait outside on the streets of
Crucible until the two arrows are both in Crucible. This should happen at
around midnight.
Once both arrows are green and begin converge, quickly travel to the area just
outside of "Brithaur's House." You must remain out of sight or they will not
have the conversation and you will have to try another night. A good place to
hide is underneath the wooden walkway (the one that leads up to the area that
is outside of Ma'zaddha's house), behind the boxes. After the conversation
between the two, once you receive the "Quest Updated" popup, confront
Ma'zaddha and ask him about the "Conspiracy." Spare his life, in turn he
promises to provide you with information. He tells you to meet him at his home
in Crucible tomorrow at midnight. Do so, you will have to pick the house's
lock, though. Inside, you discover that Ma'zaddha has been slain.
Take the keys from Ma'zaddha, head up the stair and enter the upper area of
Ma'zaddha's house. Open the cupboard in this room and retrieve "Nelrene's
Ceremonial Shortsword" and "Ma'zaddha's Crinkled Note." With the two items in
hand, travel to Sheogorath's Palace, enter the House of Dementia and confront
Nelrene. Show her the proof that you have acquired, she explains that Muurine
is the actual person behind this whole conspiracy. The quest arrow is now
pointing to Muurine. She is likely wandering the streets of Crucible or in her
home, locate her and confront speak to her about the conspiracy. She admits to
the entire thing straight out. Now to tell Syl of the treachery you have
discovered. Syl tells you to meet her in the torture chamber, where Muurine
will be swiftly dealt with. You are given the bow "Ruin's Edge" for your work.
==============================================================================
...The Cold Flame of Agnon - (SM08)...........................................
==============================================================================
You must, yet again, travel off to a far off location. This time, you are
headed for "Cylarne," where you are to kindle the "Flame of Agnon" and return
to New Sheoth with its holy fire. While it may be a long trek, you can easily
reach Cylarne by simply fast traveling to the Gates of Madness, then walking
along the northern road there. If you happen to encounter an Obelisk of Order
along the way, be sure to close it up. As Shegorath mentioned, the Golden
Saint and the Dark Seducers of Cylarne often fight each other. Upon your
arrival, you'll notice a distinct camp for each of the two groups. The Dark
Seducers (also known as "Mazken") hold the Altar of Despair, to the left. The
Golden Saints (also known as the "Aureals"), hold the Altar of Rapture, on the
right.
Speak to either Vika or Chuna and tell them that you are there to light the
Flame of Agnon. You will be given a key, permitting entrance into either of
the groups' encampments. As you can see, you are faced with a small decision
at this point. You are told that, in order to kindle the Flame of Agnon, one
of the groups must take the others' ruin. So, you can either assist the
Aureals or the Mazken. It really doesn't matter which group you choose to
help, it will not have an impact either way. I would suggest simply choosing
the side that you are more partial towards (meaning "Mania" or "Dementia.")
Either way, even if you wish to help the Aureals, start by locating the
Mazken commander, Grakedrig Ulfri. She is inside the initial area of Cylarne,
on the Mazken side.
Work your way through her dialogue tree until the "Battle Plans" option
becomes available. Even if you wish to assist the Mazken, select "Let me talk
to the Saints first" option. Head back outside and over to the Aureal side.
The Aureal commander, Aurmazi Kaneh, is outside in the open with the other
Aureals. First, speak with Aurmazl Kaneh, the Aureal commander. Then, speak
to Mirel and inquire about "The Underdeep." With this information, return to
Ulfri. Speak with Ulfri and select "I'll lead the Saints into an ambush." Head
back to the Saints' camp and speak with Kaneh. If you wish to help the Saints,
select the "I'll help you. Let's go" dialogue option. If you wish to help the
Seducers, select the "Yes, but use the Underdeep" option.
If you chose to help the Mazken, follow the Aureals into the Underdeep. They
will discover that you have set them up and then turn on you. It would not be
wise to fight them all at once, you'll have to run through the tunnels and
pick them off one by one, as they will continue to pursue you with intense
ferocity. You have to kill all of them. If you chose to help the Aureals, just
follow them around and help while they clear the ruins. After the battle, find
and speak to the commander that you assisted. Follow them to the ceremony and
watch as the Flame of Agnon is relit.
Return to the Cylarne courtyard. Step on the flame to set yourself ablaze.
Travel back to New Sheoth and locate "Sacellum Arden-Sul". Here, you are faced
with another choice. You can either light the great torch on the Mania side,
or on the Dementia side. If you choose to go with Mania (speak to the man in
the red robe), you will be rewarded with the "Raiment of Arden-Sul" which
fortifies Willpower and Intelligence, it also adds a Shield and resist
Paralysis effect. If you choose to go with Dementia (speak with the man in the
teal robe), you will be given the "Raiment of Intrigue" which fortifies your
Sneak and Security skills, and also your Speed and Luck stats.
==============================================================================
...Ritual of Accession - (SM09)...............................................
==============================================================================
Sheogorath will appear on the pews in Sacellum Arden-Sul after you light the
Great Torch. Speak with him, he explains that you are to become a sovereign of
either Mania or Dementia. To learn more about each ritual, speak with Aretus,
High Priest of Dementia and Dervenin, High Priest of Mania. By speaking to
both of them, you will learn both Mania's and Dementia's Ritual of Accession.
On the Mania side, you must get Thadon to commit suicide by taking three doses
of a substance known as Greenmote. With Thadon dead, you must bring his blood
to the Altar of Arden Sul at Sacellum. For Dementia, you must kill Syl, cut
out her heart and bring it to the Altar of Arden Sul at Sacellum. Both
especially gruesome tasks.
It would be highly beneficial to create an alternate save game before going to
Sheogorath with your decision. On the Xbox 360 version there are two different
achievements, "Duke Dementia, Shivering Isles" and "Duke Mania, Shivering
Isles." Both achievements require you to become the Duke/Duchess of either
Mania or Dementia. Creating an alternate save game will enable you to unlock
both of theses achievements without having to play through Shivering Isles
twice by simply reloading the save game and selecting the other ritual at a
later time. If you are playing the PC or PS3 version of Oblivion, there is no
real reason to do this, unless you want to experience both rituals without
having to create another character.
Oh, I should also probably mention, the side that you choose to become the
Duke/Duchess of, you will receive the other side's guards' armor. So, if you
choose to complete the Dementia ritual, thus becoming the Duke/Duchess of
Dementia, you will eventually receive the Golden Saint armor set. Whereas, if
you choose to complete the Mania ritual you will later receive the Dark
Seducer armor set. Many people did not get the armor set that they wanted
during their first playthrough of Shivering Isles, so you may choose to make
your decision based on this knowledge.
==============================================================================
...Ritual of Mania - (SM10)...................................................
==============================================================================
Speak to Sheogorath in Sacellum Arden-Sul once you have made you choice.
Your first task is to acquire some Greenmote. Wide-Eye the Argonian can help
you, she can be found wandering around the House of Mania. Go to the House of
Mania at around 9am, you'll see why later. Ask her about "Thadon." By speaking
to her, you learn that all of the Greenmote is stored in the "Greenmote Silo."
She refuses to disclose the location of this silo. So, it looks like you will
have to do a bit of snooping. Wide-Eye mentioned that she does a "special
errand" (hmm... wonder what that could be...) every day at noon. Be sure that
you have "Ritual of Mania" set as your active quest. The active quest arrow
points to Wide-Eye, you'll have no trouble keeping track of her this way.
Assuming that it is currently before 12pm, using the wait feature in the House
of Mania, pass enough hours to change the time to the 11am range. Proceed to
the Halcyon Conservatory area. Wide-Eye should be there already, most likely
seated next to Thadon. At 12pm, Wide-Eye will get up and leave the Halcyon
area. Follow her, she will lead you to the Palace Grounds area. Once you have
reached the spot, you will witness Wide-Eye activating the secret entrance to
the Greenmote Silo. After Wide-Eye has entered the Greenmote Silo, head in
yourself. It would be a good idea to create an extra save file at this point,
in case something goes wrong. However, if you have Autosaves activated, you
can simply reload the Autosave that was created when you entered the silo.
There are Golden Saints within the silo, you must not be seen! Turn left at
the first split, this way you should be able to avoid the troop of Saints
entirely and still meet up with Wide-Eye once the paths intercept. Keep to the
shadows, if you are forced to follow Wide-Eye over an especially lighted area,
let her get a bit ahead of you before you continue the pursuit. When you reach
the hill overlooking the entrance to the silo, allow Wide-Eye to enter. You
must have to enter the silo yourself and grab some Greenmote while Wide-Eye is
not looking. This may prove difficult. When you first enter, peek around the
corner and see if Wide-Eye is standing there (hopefully facing away from you).
If she is (she was to the right for me, facing away), move around to the
opposite side of the Greenmote stash. Grab some Greenmote and then carefully
leave the silo.
It appears that you are pretty much home free at this point. If you are caught
by a Golden Saint on your way out, they will most likely not do anything to
you, besides informing you that the area is off-limits. Now that you have the
two Greenmote (you were given two), you must take the Greenmote and place them
in Thadon's evening meal and wine. You have to get the Greenmote in his food
before he has his dinner. If you miss your opportunity, you will have to wait
and try again tomorrow. Thadon's dinner is prepared in the "Duke's Quarters,"
which can be entered from the Halcyon Conservatory in the House of Mania. Of
course, entering these quarters is trespassing, you must unlock the door
without being witnessed. While crouching, wait until the sneak icon is faded
and not solid, then pick the lock.
Now, if your character is not big on stealth, you may have a hard time with
this particular task. First of all, take off any heavy armor that you may be
wearing. Use any items that you may have that will improve your sneak skill
level (such as the "Raiment of Intrigue"). A Chameleon or Invisibility spell
or scroll will also be helpful. It will also be quite dark inside, and you
will be unable to use a torch. If you are able to, make yourself a Ring of
Nighteye, or get your hands on some Nighteye potions. Of course, by doing so
you will have to wait to plant the Greenmote another day, but if you are
unable to progress due to low sneaking ability, at least you have options.
The location of the wine and food is marked on the map. As soon as you enter,
proceed forward and then turn left. At the end of this room is the entrance to
the kitchen. Hide in the alcove behind the wine barrel to your right just
before the entrance to the kitchen. There are two Golden Saints that walk up
and down this area, wait until one of them has passed by the wine barrel that
you are hiding behind, then quickly but quietly make your way to the kitchen.
At this point, another Golden Saint will be coming up the hall. If you are
quick enough, you should be able to make it into the kitchen without being
spotted by her.
Once inside the kitchen, place the Greenmote in Thadon's meal and the wine (on
the second shelf of the cabinet to the left of the table with the food). If
you are having too much trouble sneaking past the Golden Saints, if you do not
have any stolen items on you, you could always make a run for it, slip the
Greenmote into the food and wine, then pay the gold fine for trespassing.
Perhaps just simply leave any stolen goods you may have on the ground outside
of the Duke's Quarters. Your choice.
After planting the Greenmote in Thadon's evening meal, enter the House of
Mania. Dinner begins at 8pm, use the wait feature to pass the time to just
before then. Take a seat and watch the show. After Thadon has collapsed,
search his corpse to receive a vial of "Thadon's Blood." Search again and you
can take the "Diadem of Euphoria" hat that he was wearing. With Thadon's
blood, return to Sacellum Arden-Su. Approach and activate the "Altar of Arden-
Sul." Speak with Sheogorath afterwards. After the small scene, speak to
Sheogorath again to receive the "Ring of Lordship," a ring that adds the
Resist Disease, Shield effects and fortifies the Personality attribute.
==============================================================================
...Ritual of Dementia- (SM11).................................................
==============================================================================
Speak to Sheogorath in Sacellum Arden-Sul when you have made you choice. Your
task is to kill Syl, the current ruler of Crucible. This will not be a walk in
the park. Enter the House of Dementia and locate Syl's servant, Kithlan. He
should be in the House of Dementia during most times. Ask him about Syl, then
select "Replaced" from the list of dialogue options. He will not tell you
anything unless his disposition towards you is at least 70. Either persuade or
bribe Kithlan to raise his disposition to at least 70. When you have done
that, select "Replaced" from the list of dialogue options. Kithlan hands over
the "House of Dementia Key," allowing you to gain access to all areas of the
House of Dementia.
The next person you should seek is Anya Herrick. She is most likely wandering
around the Palace Grounds. The active quest arrow is pointing to her now, so
you can easily locate her. As with Kithlan, Anya's disposition must be at
least 70 before she will tell you anything. With Anya's disposition high
enough, she will agree to help you by creating a distraction in Syl's wing of
the palace, drawing the Elite Dark Seducers out of the wing. Follow Anya into
the "Private Gardens" area, then unlock the door leading to the "Duchess'
Quarters." Inside, you will discover the supposed body of Syl, laying
motionless on the bed. By closer examination, that is not Syl, the Ritual is
not over. Kithlan tells you that Syl must have used her escape tunnel to flee
from the palace.
Return to the Private Gardens and turn left. Activate the Bust of Sheogorath
to reveal the secret entrance to Syl's escape tunnel. Xirethard is a very
large arrow, luckily the active quest arrow points to Syl's location. Hug the
walls in the initial area to avoid the spell shooting statues. Refer to the
local area map to help you reach the point, the compass is mostly unreliable
here with all of the twisting hallways. There are Dark Seducers sparsely
placed throughout the halls, so remain vigilant. Eventually, you will reach a
metal door leading to the "Xirethard, Depths" area. Proceed through this door.
When you come to the large, circular room, as soon as you enter turn left and
look on the right side of the second statue along the wall. Press the push
button there to open a new path. Follow this path, at its end you will find
Syl. She is surrounded by a couple of Dark Seducer Royal Guards, once they
sees you, you may want to duck out of there so won't be forced to face them
all at once. When Syl has fallen, search her body and take "Syl's Heart." Be
sure to take the Nerveshatter warhammer that she was using as well.
With the heart in your possession, return to Sacellum Arden-Sul and activate
the "Altar of Arden-Sul." Speak to Sheogorath once you have done so. After the
short scene, speak with Sheogorath again and you will be given the "Ring of
Lordship." This ring adds the Resist Poison, Chameleon effects and it
fortifies the Endurance attribute.
==============================================================================
... Retaking the Fringe - (SM12)..............................................
==============================================================================
The Fringe is under attack by the Order, you must travel there and help defend
it. As you may recall, The Fringe is the very first area that you entered when
you stepped through the strange doorway in the Niben Bay. You may also recall
that it is a good distance away from New Sheoth, fast travel to the Gates of
Madness and go from there. Upon entering The Fringe, it quickly becomes
evident that the Order has indeed taken The Fringe, and there are a lot of
them. Follow the green active quest arrow to the warrior in command. Work your
way through the dialogue tree, eventually you will be given a choice. Either
allow the captain to direct the troops herself, or, as the Duke/Duchess of
Mania/Dementia, you can command the troops. Really, it would be best to simply
allow the captain to issue the orders, you're just wasting time otherwise.
If you do wish to issue orders though, select "How do I issue orders?" from
the list of dialogue options to learn more.
When you are ready, let the captain know to begin the fight. You'll be facing
three waves of Knights of Order. It may be difficult, but try not to hurt your
allies. With all of the Knights of Order in Passwall dead, speak with the
captain. Apparently, the source of the Knights' power is a spire, you must
find a way to shut it down. You learn of the ruins of Xeddefen that run under
Passwall. Since it would be an increasingly difficult task to directly assault
Xeddefen, the remaining troops will act as a decoy while you slip in. The
active quest arrow now points to Xeddefen's entrance. You will meet some
resistance in the form of Order along the way, but don't let the shifting
Obelisks intimidate you, press on.
Inside Xeddefen, you'll encounter plenty of Knights. You have to be especially
careful here, all of the Knights in Xeddefen are grouped together with other
knights. While walking the halls of Xeddefen, you should be able to hear the
Knights of Order drawing their swords once your presence is known. When that
is heard, it would be wise to backtrack just a little bit and allow the
Knights to come at you. Doing this insures that you won't walk into a group
of Knights, leaving you surrounded. Take each and every Heart of Order that
the fallen Knights leave behind, also be sure to take the Xeddefen Key from
the Priest of Order near the beginning, allowing you to automatically unlock
any of the locked doors. Follow the arrow on your compass to a door leading
to the "Xeddefen, Fane" area. This is a small are without many enemies, so
move through quickly. The arrow points to the "Xeddefen, Great Chamber" area.
The Obelisk of Order is in the center of this room. Shutting it down is
simple, place three Hearts of Order inside to overload it, as you would with
any Obelisk of Order. Periodically, Knights of Order will materialize,
although they shouldn't be able to do very much to sway you away from the task
at hand. Once the Hearts of Order have been placed in the Obelisk of Order,
Xeddefen will begin to collapse. Get out of there! Do your best to avoid those
falling boulders, they hurt muchly. If you happen to run into Shelden on the
way out, chat with him and allow him to follow you. You can't escape the same
way you came in, follow your compass to the new exit, "Xeddefen, Felles." Your
escape route is pretty straight forward, though when you reach the locked gate
turn around, turn right and head up the stairs here. The push button that
raises the gate is on the wall.
You're almost there. Travel through the "Xeddefen, Fales" area and you're home
free. There are many Knights of Order within this area, as well as plenty of
falling debris to dodge. There's no need to rush, it would be a good idea to
take it slow to avoid having rubble collapse on you. Usually simply stepping
into an area will trigger the falling debris, so hang back and watch it happen
before you press on. When you've made it out, return to the captain and speak
to her. She tells you to consult with Sheogorath. Travel to New Sheoth Palace
and speak to Sheogorath to complete the quest.
==============================================================================
...Rebuilding the Gatekeeper - (SM13).........................................
==============================================================================
Since you killed the last Gatekeeper on your way in, it's going to have to be
rebuilt if there is any hope in defending the realm. You are told to seek
Relmyna Verenmi, whom with you may already be acquainted. Relmyna can be found
in Xaselem, some ruins just north of the Gates of Madness. Travel to Xaselem,
locate the entrance and head inside. Unfortunately, your quest to reach
Relmyna will not be a complete cakewalk. There are Shamble littering your
path, as well as several spell-firing statues. There are a few other types of
undead creatures that you will encounter along the way as well. Follow the
active quest arrow to the "Xaselem, Experiment Chambers" area. Move through
this area until you reach the Xaselem, Sanctum of Vivisection." No real reason
to deviate from your path, here. Unless for some reason you really want to
check out the Corpse Pit. That wouldn't be advisable...
To find Relmyna, just follow the shrieking... the arrow on your compass works,
too. Once you have located Relmyna, initiate a conversation. Careful how you
answer, here. Just get the information you need and then get out. Do not ask
about her "Victims." To rebuild the Gatekeeper, Relmyna will need Blood
Liqueur, Osseous Marrow, Dermis Membrane and the Essence of Breath. You can
find these components within the Gardens of Flesh and Bone. Relmyna provides
you with a key, allowing you access to the Garden as well as easy access to
her Sanctum. No need to backtrack here, simply follow the arrow on your
compass to a door leading directly out to Sheogorath's Realm. To the Garden
of Flesh and Bones it is. If you recall, it is located in The Fringe.
Inside the Gardens of Flesh and Bones, move towards to the southern most arrow
on the local area map, none of the components that you are searching for can
be found in this area. You will find yourself in an area called "Conservation
Corpusulum." In this area, you can find both the Osseous Marrow and the Dermis
Membrane. The two green arrows on the local area map show the locations for
those two components. Refer to the local area map if you're having a difficult
time traveling through these tunnels, it's quite easy to get lost and the
compass is rather misleading at this point. After you have collected those two
components, head for the red arrow which points to the door that leads to the
"Caverns of Susrration" area.
All you have to do here is follow the green breath. If you are no longer
seeing the green breath along your path, backtrack until you see it going down
a tunnel. There's no point in following your compass or referring to the local
area map, the amount of tunnels overlapping each other in this area would make
either of those options an exercise in futility. Eventually, by following the
green breath you will reach the source. After you have acquired the Essence of
Breath, leave this room and take the path that leads up to the "Natatorium of
Wound Bled Tears" area. Travel this area to its end, you will come to a remote
door that is opened elsewhere. While in front of the door, turn around. Look
at the platform that holds the chest for the switch that will open the door.
Take the Blood Liqueur in this room. Luckily you don't have to travel through
that whole mess again, follow your compass to a door leading straight back to
the "Gardens of Flesh and Bone" area.
With all four of the components, return to Relmyna in her Sanctuary at
Xaselem. Remember, you have access to the secret entrance now, no need to
travel through all of the other areas of Xaselem again. Speak with Relmyna,
she tells you to choose the parts to create the new Gatekeeper. It doesn't
really matter what you choose. No matter what combination of parts you use,
your Gatekeeper be able to defend the Shivering Isles just fine. However, due
to the fact that you can later acquire a power from the Gatekeeper, if you are
a magic user, choose the Helm of Mind, if you are a warrior/archer/etc. class,
choose the Helm of Power. I would suggest taking the "Arm of Shock Shielding,"
since the Gatekeeper will usually be fending off Knights of Order. Once you
have chosen the parts for the new Gatekeeper, speak to Relmyna.
You are to meet her by the statue of Sheogorath in The Fringe, where the
ceremony will take place. Tell Relmyna when you are ready to begin. Place the
pieces of the new Gatekeeper into the magic pool when instructed, then sit
back and watch the ceremony unfold. Afterwards, remain and watch as the
Gatekeeper obliterates a group of Knights. Return to New Sheoth Palace and
speak to Sheogorath to complete the quest.
==============================================================================
...The Helpless Army - (SM14).................................................
==============================================================================
Depending on which house you decided to take over, either a Dark Seducer or a
Golden Saint Messenger will arrive at Sheogorath's Palace after you have
spoken with him. The quests are a bit different, depending on which house you
decided to take over. If you chose Mania, you're headed for Pinnacle Rock to
assist the Dark Seducers. If you chose Dementia, Brellach to aid the Golden
Saints. I am writing this walkthrough with a character that became the Duke of
Dementia, so unfortunately I can't cover the Mania side of things. So, this
particular quest walkthrough is only relevant if you are the Duke/Duchess of
DEMENTIA.
Travel to Brellach, it has been marked on your map. There's a trail leading
through the hills that will take you directly up to Brellach, so if you are
being misled by the compass, ignore it and instead walk along the hillside
until you find an opening. Up the steps, Issmi, one of the Golden Saints
is there. Speak with her, according to her Staada, the Golden Saint captain
has been imprisoned within Brellach. Issmi believes that Staada can be found
by following the Wellspring inside of Brellach. After taking a bit of guff
from Issmi for being the Duke of Dementia, the few remaining Golden Saints
join you. Up the steps, enter the door marked "Brellach, Hall of Honor."
You will meet some resistance inside Brellach, in the form of Knights of
Order. As always, try your very best to not hurt your allies while you are
fighting, though avoiding accidentally hurting your allies can be a difficult
thing to do at times due to their inherent recklessness. There's a remotely
opened door on the initial level, ignore it instead take the stairs down to
the lower level. There are many Order Knights in the halls of Brellach,
you'll usually be forced to fight more than one at a time as well. Luckily,
you've got the Golden Saints by your side. Move through the Halls of Honor
and enter "Brellach, Hall of Reverence."
Plow through the Order Knights in this area. Eventually you will reach a door
that needs to be remotely opened. The push button that opens this door is
quite far from the actual door. While facing the door turn around and run to
the end of this area. Climb up the stairs to your left. At the top of the
stairs, turn left, then left again into a small area with a couple of urns.
The switch is on the side of the pedestal in the top right corner. Through
the door, wipe out the Order in this room and then speak with Staada, whom is
within the crystal cell. Staada tells you to ring the chime, which will
hopefully shatter the crystal which traps her. The chime is in the area
directly behind the crystal prism. Climb down the stairs, approach the shrine
and activate it. The ringing of the chime does indeed shatter the crystal
prison in which Staada was enclosed.
Staada explains that you must get to the "Wellspring of the Aureal" next. If
the Order are permitted to destroy the Wellspring unhindered, the Golden
Saints will be banished from Sheogorath's Realm. The previously locked door
can now be opened, proceed into "Brellach, Hall of Devotion." There is a
crystal barrier blocking your path. While facing the barrier, turn right,
there is another chime. There are more Order Knights and Priests in these
halls, the Golden Saints that you entered with should still be with you, so
the Order should not pose too much of a threat. Move through the Hall of
Devotion and enter "Brellach, Font of Rebirth."
Go to the green arrow on the local area map to find the Wellspring of Aureal.
Several Knights of Order guard the Wellspring, kill them all before you
continue. There are four chimes in this room, one in each corner. Your goal is
to ring them all, and you must do this fairly quickly. Start in one corner,
activate the chime, then run from chime to chime until you have activated all
four of them. With the Wellspring of Aureal restored, find and speak to
Staada. You are given the "Summon Golden Saint" greater power, as well a set
of Golden Saint armor. No need to travel through all of Brellach again, exit
the Font of Rebirth through the west passage in the Wellspring of Aureal room.
A series of remotely opened gates will allow you to leave Brellach easily.
==============================================================================
...Symbols of Office - (SM15).................................................
==============================================================================
Speak with Sheogorath at New Sheoth Palace. Huh, well that's not good. Well,
it's not over yet. All hope is not lost! Haskill explains that, if the Throne
of Madness remains empty with Jyggalag loose, the realm doesn't stand a
chance. However, Sheogorath's Staff, the symbol of power in the Shivering
Isles, can be used to stop Jyggalag. With Sheogorath gone, the staff's power
is gone, too. If the staff is remade, you can be permitted to take the Throne
of Madness, thus allowing you to stop Jyggalag. First stop, Knifepoint Hollow,
the ruins of an great library. The location of Knifepoint Hollow has been
marked on your map, get moving. Approach Knifepoint Hollow from above because
it sits on a hill that would be a chore to traverse if you were to approach it
any other way.
Inside Knifepoint Hollow, follow the green arrow on your compass to a door.
Take extra care not to fall down to the lower level, if that happens you will
be forced to traverse through the "Knifepoint Hollow, Chantry" area. The door
can be opened with the Knifepoint Crystal that Haskill provided you with. On
the opposite side sits an odd fellow named Dyus. Speak to Dyus to learn what
materials are required to remake the Staff of Sheogorath. Dyus needs you to
obtain two items, the Eye of Ciitra and a Branch from the Tree of Shades. For
the eye, you will have to consult with a woman named Ciitra in the Howling
Halls. The Tree of Shades is an ancient tree that grows in the "Grove of
Reflection," located in the ruins of Milchar. Both the Howling Halls and
Milchar have been marked on your map.
Start with the Howling Halls. Located south of New Sheoth, you can easily
reach this location by traveling along the southern road leaving Crucible.
Enter the Howling Halls and follow the arrow on your compass. There are many
Apostle in the Howling Halls, be careful as they summon creatures with their
magic, after summoning they will usually recklessly attack you. They are
quite fast, too. Take a "Howling Chamber Key" from one of them once they
are dead, it will be needed if you do not have a high Security skill. The
arrow points you to a door leading into the "Howling Halls, Congregation
Chambers" area. Look for a Khajiit named Ra'kheran to your left as you enter.
Ra'kheran offers to help you slay Ciitra, but first he requires three Apostle
Daggers so he can properly outfit himself and his allies. He explains that you
must wear an Apostle Robe within the Congregation Chambers. If you do not, you
will be attacked by the Apostles within. If you don't have Apostle Robes,
return to the previous area and take a pair from a slain Apostle.
Taking Ra'kheran up on his offer is not entirely necessary as the Apostles
and Cittra herself are rather weak armor wise, though some aid couldn't hurt.
Locate the door leading to the "Howling Halls, Antechamber." To the right of
this door, look on the table in the corner of the room there. There's a
display case that contains the item "Pelvis of Pelagius." Unlock the display
case and take it while you're here, it can net you some gold as it part of a
side quest. Ciitra is within the Antechamber area. Ciitra is a very powerful
magic user, she is very fast, uses summoning spells, heals herself and casts
elemental spells. Luminary Kaz is also in the Antechamber, you'll have to deal
with him, too. It'll be a simple battle if you took Ra'kheran up on his offer.
If not, summon a Flesh Atronach, Dark Seducer, or a Golden Saint. Once Cittra
is dead, retrieve the eye from her corpse.
Next stop, Milchar. It's near the northwestern corner of the Shivering Isles,
fast traveling to Cylarne and traveling down the road would be a short trek.
Locate the entrance (a slopping tunnel in the side of the tree) and enter
"Milchar, Nexus." The Grove of Reflection is through the door straight ahead.
Enter the Grove. Drop down the hole and follow the arrow on your compass to
the tree. By standing near the statue, a shadow version of yourself will
manifest. That's right, you're facing the toughest enemy of all, your own
character!
The shadow version is equipped with all of the best armor in your inventory,
and it has access to all of the spells that you do. Your shadow version is as
strong as you, but besides that this battle shouldn't play out any differently
than a fight against normal enemies. Hopefully you do not have armor in your
inventory with some nasty enchantments (Reflect Damage comes to mind). Once
your shadow self has been bested, pick up the "Shadowrend" weapon that it
drops. This is the strongest weapon in the game (its form changes depending
on highest melee weapon skill), make sure that you DO NOT miss it, you will
NOT be able to enter the Grove once you have left.
Take a Screaming Branch from the Tree of Shades. On the stone wall in this
area, there is a push button that reveals a teleportation pad leading back
to the Nexus area. With both Ciitra's Eye and the Screaming Branch, return to
Dyus in Knifepoint Hollow. Right before your eyes, the staff is created. With
the Staff of Sheogorath in your possession, enter Sheogorath's Palace and
activate the Font of Madness behind the throne.
==============================================================================
...The Roots of Madness - (SM16)..............................................
==============================================================================
Behind Sheogorath's throne, go through the door on the back of the tree marked
"The Fountainhead." The Gnarl Cultivators in here are tame, do not attack
them. If you have accidentally killed the tame Gnarl that is initially there,
activating the Gnarl Chrysalis in the area to the right will spawn another.
A Gnarl Cultivator opens the Order crystal root door for you. Only the Gnarl
Cultivators are tame, any other variants of Gnarl will attack you normally.
Kill the Order Priest that the arrow leads you to. While facing the pool, turn
right and follow the arrow on your compass. Proceed through the root door, you
will be taken into the next area. To open the crystal barrier root door that
is blocking your way, activate the Gnarl Chrysalis, which is on western side
of this area, on the upper level. Doing so will spawn a Gnarl Cultivator.
**Note: I am writing this walkthrough with a character that became the Duke of
Dementia, so unfortunately I cannot cover the Mania side of things. This quest
walkthrough details the hunting Thadon, but the directions will still pertain
if you are on the Mania side and are hunting Syl, though she may be in the
Pool of Dementia instead.
Follow the quest arrow on your compass to the Pool of Dementia. Kill all three
Order Priests surrounding the crystals to cleanse the pool. Search the
Priests' corpses afterwards and remove the "Shard of Order." Backtrack to the
previous room. Do not follow your compass this time, return to The
Fountainhead area the same way you entered the Pool of Dementia area. Cross
the pool in the middle of the room and open the Order crystal root door with
the Shard of Order. Follow the arrow on your compass to a door leading to the
"The Fountainhead, Pool of Mania" area. This area can be a pain to navigate if
you have been relying on the compass. Drop down to the section below and use
the log ramps to get yourself over the gap, then follow a tunnel over to the
parallel area.
Drop down and kill the Order Priests. Thadon stands on the dais. He's quite
fast, but he is wearing Order Priest armor, allowing you to cut him down
easily. As you are standing before the steps leading down from the dais,
Thadon shouldn't have the chance to run down the stairs. After killing Thadon,
remove the "Diadem of Euphoria" helmet from his corpse. This helmet adds the
Resist Magic effect, fortifies the Speechcraft skill and fortifies Magicka.
Follow the arrow on your compass to a door leading back to The Fountainhead
area. Move through this area and return to Sheogorath's Palace. Activate the
"Font of Madness" behind the throne.
==============================================================================
...The End of Order - (SM17)..................................................
==============================================================================
Once the Staff has been imbued with Sheogorath's powers, you will be
approached by either a Dark Seducer or a Golden Saint messenger. Speak with
the captain, she explains that an Order Obelisk has opened up outside on the
palace grounds. As soon as you step outside, run towards the active Obelisk
and put three Hearts of Order inside to overload it, thus shutting it down,
ceasing the spawning from that particular location. Straight across from the
first, another Obelisk of Order opens up. Get over there quickly and place
three Hearts of Order inside. With those two Obelisks shut, Jyggalag joins the
fray! His entrance will most likely knock out all of your allies. Great, looks
like you'll be fighting this one alone.
All in all, Jyggalag isn't much of a threat. His primary attack is swinging
his sword, he may also cast a shock spell. The shock spell deals a fair amount
of damage, but aside from the occasional casting, you'll most likely be
dealing with reckless sword swinging. Standard battle plan here, if you are a
fighter, deal with him as you would any other melee enemy. Mages, Rangers,
and whatever else, you know what to do. Now's the time to use your strongest
spells, highest quality (and/or magic) arrows, and poisons. Jyggalag does not
have an absurd amount of health, he should fall in no time.
==============================================================================
...The Prince of Madness - (SM18).............................................
==============================================================================
After Jyggalag's speech, return to the palace and consult with Haskill. Haskill
details all of the benefits that you receive as the Prince of Madness.
Sheogorath's Regalia is on the throne. You can also pick up Jyggalag's sword
behind the throne. You're given some other cool things, including a spell that
allows you to manipulate the weather in the Isles.
That's it, you've completed Shivering Isles' main quest line! Take a seat on
your throne, Prince of Madness.
------\===---===---===---===---===---===---===---===---===---===---===---===---
[I02] \ - Side Quests -
--------\---===---===---===---===---===---===---===---===---===---===---===----
------------------------------------------------------------------------------
Bliss Quests
------------------------------------------------------------------------------
- Falling Awake.........................................................(BL01)
- The Fork of Horripilation.............................................(BL02)
- Work is Never Done....................................................(BL03)
- The Antipodean Hammer.................................................(BL04)
------------------------------------------------------------------------------
Crucible Quests
------------------------------------------------------------------------------
- A Liquid Solution.....................................................(CU01)
- Brithaur..............................................................(CU02)
- Final Resting.........................................................(CU03)
- The Coming Storm......................................................(CU04)
- The Museum of Oddities................................................(CU05)
- Ushnar's Terror.......................................................(CU06)
- The Antipodean Hammer.................................................(CU07)
------------------------------------------------------------------------------
Settlement Quests
------------------------------------------------------------------------------
- Everything In Its Place...............................................(SQ01)
- Ghosts of Vitharn.....................................................(SQ02)
- Taxonomy of Obsession.................................................(SQ03)
- The Great Divide......................................................(SQ04)
- To Help A Hero........................................................(SQ05)
- The Hill of Suicides..................................................(SQ06)
------------------------------------------------------------------------------
- Bliss Quests -
------------------------------------------------------------------------------
==============================================================================
...Falling Awake - (BL01).....................................................
==============================================================================
Speak to Amiable Fanriene who wanders the streets of Bliss. He is afraid that,
when he closes his eyes, the walls will collapse on him. Due to this fear, he
is unable to get any sleep in his current resting place. Amiable asks you to
find a place for him to sleep outside. With "Falling Awake" set as your active
quest, several arrows point to NPCs who sleep outside. One man in particular
would be willing to give up his current sleeping spot for Amiable. By speaking
to any of the citizens of New Sheoth that sleep outside, you will be pointed
towards a man named Uungor.
Uungor can also be found wandering the streets of Bliss. Find and ask him
about switching beds with Amiable. Raise Uungor's disposition towards you to
at least 70 by either bribing or persuading him. By doing so, you can then
convince him to switch resting spots with Amiable. Once Uungor has agreed,
tell Amiable that you have found him a place to sleep outside. As thanks,
Amiable gives you the "Burst of Might" scroll.
==============================================================================
...The Fork of Horripilation - (BL02).........................................
==============================================================================
The quest giver is an Argonian named Big Head who lives in the Bliss half of
New Sheoth. He tends to wander the streets, or you can find him in his home.
Use the local area map to locate "Big Head's House." Big Head tends to get
himself killed by the Golden Saints in Bliss so you may not be able to
complete this quest if Big Head has been killed by them before you've spoken
to him. Once you have found Big Head, ask him about "The Fork." Apparently,
the Fork of Horripilation was taken from Big Head. He can hear it calling to
him through song. Ok, not even going to question that one. This is the "Realm
of Madness," after all.
You are told to speak to a beggar named Bolwing. Big Head provides you with a
charm that can be used to decipher Bolwing's speech. If you have spoken to
Bolwing before, you understand why this charm is necessary. Bolwing can be
found in either Bliss or Crucible, with "The Fork of Horripilation" set as
the active quest, you can locate him easily. Bolwing tells you that the Fork
is currently being fought over by groups of Heretics and Zealots. It seems to
be of great importance to them, too. "Longtooth Camp" is your destination. It
is located along the north road leaving the Gates of Madness.
Travel to Longtooth Camp. The quest arrow points to the Fork of Horripilation.
Kill all of the Heretics in the camp and retrieve the Fork. With the Fork in
hand, travel back to Bliss and locate Big Head. Hand the Fork of Horripilation
over to Big Head. As thanks for the Fork's return, Big Head offers to tell you
a "Blade Secret," "Sneak Secret," or an "Alchemy Secret." The one you choose
raises the level of the skill.
==============================================================================
...Work is Never Done - (BL03)................................................
==============================================================================
To begin this quest, speak to Tove the Unrestful. He can be found either
wandering the streets of Bliss, or in his home. Through flawed logic, Tove
explains his plan to construct a "Skyboat." He requires Calipers and Tongs, he
wants you to bring them to him. He is willing to pay 5 gold each. Calipers and
Tongs are very common, they can be found in most crates and barrels. The
Imperial City Marketplace District would be a good place to start looking.
You'll need to bring him at least 50 Calipers and at least 50 Tongs to
complete the quest. You are given gold as reward. Tove will continue to buy
Calipers and Tongs from you for 5 gold each even after you have completed the
quest.
==============================================================================
...The Antipodean Hammer - (BL04).............................................
==============================================================================
There are two blacksmiths in New Sheoth: One in Crucible and the other in
Bliss. During your travels in the Shivering Isles, you have undoubtedly
encountered Amber Ore and/or Madness Ore. These two types of ore can be
brought to the blacksmiths in New Sheoth who will fashion armor and weapons
with them. Also, items called matrices can be used to add a magical property
to the weapons and armor that are forged. A matrix is specific to a weapon or
piece of armor (ex. "Madness Gauntlets Matrix").
The blacksmith of Bliss, Dumag gro-Bonk can be found in "The Missing
Pauldron." Dumag requires Amber Ore to forge weapons and armor. Amber Ore can
be found in "Hollowed Out Amber Logs" in certain dungeons (usually on the
Bliss side). The Ore is often found on Gnarls as well. Dumag gro-Bonk forges
Amber armor and weapons with the ore. Amber armor itself is a Light Armor
type. The quality of the forged armor and weapons depends on your level.
------------------------------------------------------------------------------
- Crucible Quests -
------------------------------------------------------------------------------
==============================================================================
...A Liquid Solution - (CU01).................................................
==============================================================================
Enter "Sickly Bernice's Taphouse" in Crucible and speak to the proprietor,
Sickly Bernice, inside. Sickly Bernice really lives up to her name. She is
apparently very sick and is going to die. Fortunately, she knows of a cure.
She has offered a reward, though so far none have taken up the offer. Ask her
about the "Cure" and agree to help. You are given "Bernice's Empty Flask" and
the location of the cure, "Knotty Bramble," is marked on your map. Travel to
Knotty Bramble and enter. You're here for a sample of "Aquanostrum." Bernice
mentioned that it could only be found near a statue that sits in a pool on
the lower level of Knotty Bramble.
The direct route (the one that your compass initially tries to lead you
through) is blocked by a Twisted Root barrier, you'll have to go all the way
around and then enter the. "Knotty Bramble, Hatchery" area. In the Hatchery,
hop down next to the statue, the Aquanostrum is automatically collected. No
need to go all the way around again on the way out, exit the Hatchery through
the northern passage. This leads you to the Twisted Root door that previously
blocked your path. On this side, there is a Pull Pod that can be used to part
the roots.
Travel back to Sickly Bernice's Taphouse in Crucible and speak to Bernice.
Hand over the sample of Aquanostrum by selecting "Cure" from the list of
dialogue options. As a reward, you are given the "Circlet of Verdure." This
ring adds the Resist Poison and Resist Disease effects, as well as fortifies
the health and the Endurance attribute.
==============================================================================
...Brithaur - (CU02)..........................................................
==============================================================================
Locate "Earil's Mysteries" in Crucible and head inside. Speak to Earil, after
turning down his tempting offer, ask him about "Brithaur." Earil has a problem
with Brithaur, especially his constantly botched thievery attempts. He wishes
for Brithaur to disappear. Locate and speak to Brithaur. He won't tell you
anything unless his disposition is at least 70. Raise Uungor's disposition
towards you to at least 70 by either bribing or persuading him. He tells you
that the only reason he is stealing is because he must complete his collection
of jewels. He only needs five Flawless Pearls to complete his collection, then
he can stop stealing.
You may already have collected five Flawless Pearls during your travels in
Cyrodiil. They can also be found all over the Shivering Isles; in dungeons,
treasure chests, or on dead creatures. If you wish, you can simply kill
Brithaur and bring his heart back to Earil as proof of his demise. That, or
you can speak to Kithlan (Redguard) in the House of Dementia about Brithaur's
thievery. This causes Brithaur to be thrown into the dungeon. Whatever your
decision, once Brithaur has been dealt with, return to Earil for a leveled,
monetary reward.
==============================================================================
...Final Resting - (CU03).....................................................
==============================================================================
Hirrus Clutumnus can be found wandering around the streets of Crucible. Find
and speak to him. He tells you to meet him at the sewer grate northeast of the
Sheogorath statue after dark. Go to this location a little after 11pm, Hirrus
is waiting there for you. Hirrus wants to die, you'll need to help him with
that. If Hirrus were to kill himself, he would end up as one of the souls on
the "Hill of Suicides." Your reward for killing Hirrus is the key to his
house. He mentions a jewelry box. Hirrus wishes to die, but he doesn't want to
know that it's coming. He will live his life like he normally would, you will
have to find an opportunity to do the deed, making it look like an accident.
Of course, you can simply cut him down where he stands, but you'll likely get
a bounty on your head by doing so.
There's a very good opportunity to kill Hirrus, by making it look like an
accident and by surprising him. In Crucible, the door leading to the "Palace
Grounds" area is at the top of a large set of steps. The door leading to the
Palace Grounds is located in the northeastern corner of Crucible. Position
yourself at the very top of the stairs, in front of the door leading to the
Palace Grounds, and use the wait feature to pass the time to around 10am.
Hirrus should be standing right before a very long drop. If he is not there
wait for another hour. Wait in one hour increments until he is standing
there. Speak to him, you are given the option of pushing him. Now you can
climb down the steps and retrieve "Hirrus Clutumnus' Key" from his corpse.
Enter his house and take your reward from the jewelry box in the bedroom.
==============================================================================
...The Coming Storm - (CU04)..................................................
==============================================================================
Enter "Things Found" in Crucible and speak Ahjazda inside. She asks you to
help her prepare for the coming storm. She needs you to gather the last few
supplies that she needs. She wants you to bring her the "Amulet of
Disintegration," the "Ring of Desiccation" and the "Calming Pants." Start with
the Ring of Desiccation, it can be found in the "Museum of Oddities" in
Crucible. The Ring is in a Glass Display on the second level of the Museum.
You are free to open the Glass Display, but taking the ring is considered
stealing. Croch and be sure that the sneak icon is faded when you take the
Ring of Desiccation into your inventory.
Next, the Calming Pants. Locate and speak to Fimmion, who can usually be found
wandering the streets of Bliss. Ask him about the Calming Pants. You receive
a string of unintelligible babble as an answer, essentially telling you that
if Fimmion is given a Sweetroll, he will give you the Calming Pants. There is
one location for sure that you can find Sweetrolls. Unfortunately, you will
have to travel back to Cyrodiil. In Skingrad, locate and enter "Salmo the
Baker's House." As soon as you enter, look to your left. There are many
Sweetrolls on the shelves here. Take a Sweetroll from Salmo's house, then
return to the streets of Bliss and trade the Sweetroll for Fimmion's Calming
Pants. Now Fimmion's going to walk around Bliss with no pants on. Just keep
telling yourself, "Realm of Madness, Realm of Madness..."
Lastly, the Amulet of Disintegration, found in Milchar. Travel to Milchar and
enter. Follow the quest arrow on your map that points to a door leading into
"Milchar, Tieras". Move through this area and enter "Milchar, Chatterhall."
The "Diligence Crux" in the middle of this room is frozen shut. The Amulet is
within, you'll have to find a way to open it. Up the stairs behind the Crux is
a podium burning with a blue flame. Sitting near the flames is the "Ritual
Torch." You cannot take this torch into your inventory, but you can manipulate
it by using the LB button. With the cursor on the Ritual Torch, press and hold
LB to carry the torch. Use the torch to light the three podiums in this room.
They will extinguish fairly quickly, so you'll have to move fast. With all
three podiums lit, run to the Diligence Crux and remove the Amulet of
Disintegration from within. Looking at its effects, it appears to be a good
amulet to use while training the Armorer skill.
With the three requested items in your inventory, return to Ahjazda and speak
to her. Give her the three items, she rewards you by teaching you a spell.
"Ahjazda's Paranoia" inflicts Frenzy on everyone in the spell's effect radius.
==============================================================================
...The Museum of Oddities - (CU05)............................................
==============================================================================
Visit "The Museum of Oddities" in Crucible and speak to the curator there, Una
Armina. Ask her about "Oddities," she explains that the she is always looking
for new exhibits for her museum. If you come across any oddities during your
time in the Shivering Isles, Una will be willing to purchase them from you for
display in the museum.
Below is a list of oddities that are obtained randomly from chests,
containers, dead monsters, etc.:
Dagger of Friendship
Hound's Tooth Key
Mixing Bowl
Ring of Disrobing
Soul Tomato
Two-Headed Septim
There are also some static oddities, their locations are described below:
Blind Watcher's Eye - Travel to Milchar (a location you visit during the main
quest) and enter. Proceed down the tunnel, turn left as soon as you enter the
large area. Look for the cluster of Flame Stalks in the distance. A Watcher's
Eye is among the Flame Stalks and Screaming Maws.
Deformed Swamp Tentacle - Travel to "Lost Time Camp," located in Dementia,
by the side of the road that runs along "Madgod's Boot." Travel down the road
south from here. When you come to the two boulders, harvest the Swamp Tentacle
on the one to your right to receive this oddity.
Din's Ashes - Head to the ruins of "Ebrocca," north of New Sheoth, just
above the second "e" in "Jester." Locate the entrance and step inside. Upon
entering, move straight, turn right, and continue heading straight until you
reach a locked metal door. Unlock the door and step inside the room. Move the
two leather shields straight ahead and press the small push button underneath
them. While facing the push button, turn left. Proceed through the door that
leads into "Ebrocca, Crematorium." A shelf in this area contains a Gilded Urn
that contains Din's Ashes.
Mute Screaming Maw - Travel to "Cann," which can be found by traveling west
from the first "T" in "The Jester's Spine Mountains" on the world map. Proceed
into "Cann, The Great Hall." Move through this area and enter "Cann, Halls of
Tranquility." This area is a bit more complex, use the local area map to help
you find your way around. Locate the door leading into the "Cann, Arena" area
and go through. As soon as you enter, turn right and follow this tunnel. Keep
an eye on your left, continue traveling down this tunnel until you reach a
group of Screaming Maw. The Mute Screaming Maw is behind the root, between the
two larger Screaming Maw. No need to backtrack, continue down the tunnel and
into the "Cann, Amphitheater" area. Move straight, travel this path until you
reach a door leading directly back to the Great Hall sector.
Pelvis of Pelagius - In the "Howling Halls" (a location visited during the
main quest) find the door leading to the "Howling Halls, Antechamber." To the
right of this door, look on the table in the corner of the room there.
There's a display case that contains the Pelvis of Pelagius.
==============================================================================
...Ushnar's Terror - (CU06)...................................................
==============================================================================
**Note: If you are playing as a Khajiit, you cannot undertake this particular
quest.
Ushnar gro-Shadborgob can be found either wandering the streets of Crucible or
in the Museum of Oddities. Where Ushnar is, Bhisha the beggar will not be too
far behind. Speak to Ushnar. He really, really hates cats, and therefore walks
the streets of Crucible with a dog. Unfortunately for him, Bhisha the Khajiit,
who likes dogs, has decided to follow Ushnar's dog around. Ushnar would like
Bhisha to leave Crucible. Permanently. He asks you to make it happen.
Permanently ridding Crucible of Bhisha does not necessarily mean killing him.
Find and speak to Bhisha about "Ushnar gro-Shadborgob. Give him 100 gold and
he will move to Bliss. It's as simple as that. No need to get your hands
dirty.
Once Bhisha has agreed to leave Crucible, speak to Ushnar and tell him that
Bhisha is gone. As reward, Ushnar gives you one of his old dogs. The Skinned
Hound that Ushnar sends will follow you around until you lose it or until it
is killed.
==============================================================================
...The Antipodean Hammer - (CU07).............................................
==============================================================================
There are two blacksmiths in New Sheoth: One in Crucible and the other in
Bliss. During your travels in the Shivering Isles, you've undoubtedly encount-
ered Amber Ore and/or Madness Ore. These two types of ore can be brought to
the blacksmiths in New Sheoth who will fashion armor and weapons with them.
Also, items called matrices can be used to add a magical property to the
weapons and armor that are forged. A matrix is specific to a weapon or piece
of armor (ex. "Madness Gauntlets Matrix").
The blacksmith of Crucible, Cutter, can be found in "Cutter's Weapons." Cutter
requires Madness Ore to forge weapons and armor. Madness Ore can be found in
"Madness Ore Deposits" in certain dungeons (usually on the Crucible side). The
Ore is often found on Grummites as well. Cutter forges Madness armor and
weapons with the ore. Madness armor itself is a Heavy Armor type. The quality
of the forged armor and weapons depends on your level.
------------------------------------------------------------------------------
- Settlement Quests -
------------------------------------------------------------------------------
==============================================================================
...Everything In Its Place - (SQ1)............................................
==============================================================================
This quest takes place in "Fellmoor." Fellmoor is located southwest of New
Sheoth, next to the "R" in "Pinnacle Road" on the world map. In Fellmoor,
locate and speak to the Khajiit Kishashi. She speaks of another Khajiit named
Ranarr-Jo. She won't tell you much unless her disposition towards you is at
least 70. Bribe her persuade her to raise her disposition to at least 70, then
select "Ranarr-Jo's Trust" from the list of dialogue options. She gives you an
"Old Spoon," which apparently will mean something to Ranarr-Jo. Ranarr-Jo can
most likely be found in "Kishashi's House." Tell Ranarr-Jo that Kishashi gave
you the spoon to give to him. Inquire further about Cindanwe. Ranarr-Jo
believes that she is reading their minds, he wishes for you to rid Fellmoor
of her.
Ranarr-Jo also mentions a notebook that Cindanwe uses to take notes on the
Khajiit working for her. Acquiring the notebook for Ranarr-Jo is optional, but
doing so will net you an extra reward upon completion of this quest. Find
Cindanwe and bribe her to raise her disposition to at least 70. This will cost
you a fair bit of gold, and Cindanwe's disposition may max out at a number
below 70. To avoid this, speak to Cindanwe with your weapon drawn, then bribe
her. After bribing her, put away your weapon and speak to her again, her
disposition will be ten points higher than what it "maxed out" at. When her
disposition towards you is at least 70, select "Notebook" from the list of
dialogue options, she'll hand it over. Of course, you could always steal the
notebook from Cindanwe. She carries it with her, so pick pocketing will work.
As with most quests of this nature, the obvious way to rid Fellmoor of
Cindanwe would be to kill her. However, Ranarr-Jo mentions that Cindanwe
requires that everything is "just so." He suggests entering her home and
wrecking the place. As soon as you enter, open the two barrels next to the
door. The quantity is the same for all of the contents inside, remove some of
the ingredients inside of the barrels to change this. There are other barrels
in her house, do the same to them. Use the LB button to move all of the food
items placed around the house. Continue doing this until a "Quest Updated"
message appears, indicating that you have sufficiently altered Cindanwe's
house.
Speak to Ranarr-Jo once you have wrecked Cindanwe's house. You are given the
"Ring of Mind Shielding," a ring that adds the Resist Magic and Reflect Magic
effects. If you acquired the notebook from Cindanwe, an extra dialogue option
will appear once you are given your reward. You are given a random skill book
for the notebook.
==============================================================================
...Ghosts of Vitharn - (SQ2)..................................................
==============================================================================
While in the Shivering Isles, you may hear rumor of a ruined fortress called
Vitharn. Upon hearing this rumor, the location of Vitharn is marked on your
map. Vitharn sits in the "Shallow Grave" section of Sheogorath's Realm. Upon
your arrival, you will witness some ghosts fighting. Some of these ghosts will
attack you, so remain vigilant. The green ghosts are hostile, the blue ones
will not attack you. All of Vitharn's main doors are supernaturally locked,
travel along the walls of Vitharn until you come to a tree on the bottom right
corner. Search for the door and enter "Vitharn Sump." Move through this area,
to move onto the next area you will have to swim under the water. Through the
"Vitharn Reservoir," a door leads into "Vitharn Keep."
As soon as you enter the Keep, you are approached by the ghost of one Count
Cirion. Choose "I meant no offense" when prompted. The Count asks needs your
help. Centuries ago, Vitharn was overrun by Fanatics. Four people in the
bailey failed in their duties, ultimately leading to the fall of Vitharn. The
people of Vitharn have been cursed to relive the last moments of the invasion
because of this failure. Count Cirion wants you to put an end to the curse,
freeing the ghosts of his people.
There are three items that you must acquire before you can end the curse. From
the Vitharn Reservoir door, move straight and turn left when you can. Keep an
eye on your right, when you notice a push block on the wall to your right,
activate it. Approach the middle bench on the right side, turn right there and
jump into the secret area. One of the items, the "Dagger of Depletion" is on
the shelf to your right. "Desideratus' Doll" can be found on a shelf in the
barracks, which is adjacent to the throne room. Once you have the doll, leave
the barracks through the north exit. Continue moving forward until you reach a
locked metal door. Enter stealth mode, then unlock the door. Slowly enter the
room, if noticed by Bat-gro-Orkul, you will be ejected. You're here for
"Althel's Arrows," which are on a table just behind Bat-gro-Orkul.
When you have obtained the "Dagger of Depletion," "Desideratus' Doll" and
"Althel's Arrows," enter Vitharn Bailey. In the Bailey, the final moments of
the Fanatic invasion are repeated over and over. There are two shades here
that you must give ghostly items to. Althel needs her arrows, she is up by
the ghostly gate wheel. Hloval Dreth needs the Dagger of Depletion, he should
be somewhere below Athel's position. Desideratus Annius does not require
anything Desideratus spawns next to Hloval, though he runs straight into
Vitharn Keep. The doll in your inventory must be burned in the ghostly brazier
by the gate to prevent Desideratus from retreating into Vitharn Keep.
After burning the doll, speak to Desideratus and select "Desideratus'
Betrothed." It may take a couple of sessions to properly outfit the shades and
burn the doll. Luckily, you do not have do these things all in one go, as your
actions carry over into subsequent sessions.
You have done everything that can be done at this time. Re-enter Vitharn Keep
and speak to Count Cirion in the throne room. Count Cirion hands over his
helmet, which is a horned version of the traditional Madness Helmet. While
wearing the helmet, kill the Devoted Fanatic to completely lift Vitharn's
curse. Your reward is "Count Cirion's Helmet." This piece of equipment
fortifies the Block and Heavy Armor skills.
==============================================================================
...Taxonomy of Obsession - (SQ3)..............................................
==============================================================================
This quest is started in the settlement of "Highcross." Highcross is located
far north of New Sheoth, just above the "J" in "The Jester's Spine Mountains"
on the world map. You need to speak to Mirili Ulven, who can most likely be
found in her house after dark. Locate Mirili and ask her about her research.
You won't get anything out of her if her disposition towards you is less than
70. Persuade or bribe her to raise her disposition to at least 70, then ask
her again about her research. She gives you a list of the alchemy ingredients
that she needs to complete her research.
As you can see, it is a fairly lengthy list. All of the items can be found in
the Shivering Isles. As mentioned on the list, Mirili is willing to pay 10
gold each per sample, though she is not willing to buy more than one of the
same type of ingredient.
==============================================================================
...The Great Divide - (SQ4)...................................................
==============================================================================
Travel to the settlement "Split," far northwest of New Sheoth, located south
of the "l" in "Overlook Road" on the world map. There's something odd about
Split. By walking around Split and speaking to its inhabitants, this oddity
becomes readily apparent. Everyone in Split has a double. There is a Demented
version and a Manic version of everyone. Both doubles hate the other, hate
to the point of wishing for their death. You'll need to locate a Nord named
Horkvir Bear-Arm. Horkvir explains that a wizard cast a spell on the town,
spawning everyone's double. There are two Horkvir's, a Demented version and a
Manic version. It's up to you to decide which one to help. Both Horkvirs have
the same thing in mind, to wipe out either the Demented or Manic doubles.
Be sure that "The Great Divide" is set as your active quest. Arrows point to
all of the doubles that you must kill. If you kill a double that you are not
supposed to, you will not get a reward for completing the quest. Of course,
killing them counts as murder. Killing them outright while being observed
will place a bounty on your head. For this reason, it's best to sneak into
their homes at night (all locks in Split are classed as "Very Easy," so
you don't need a high Security skill), sneak up to them while they sleep and
kill them. Be absolutely certain that you are killing the right double, you
do not want to lose the reward.
You must kill one Horkvir Bear-Arms, one Atrabhi, one Urul gro-Agamph, one
Jastira Nanus and one J'zidzo. After killing all of one side of Split, return
to the remaining Horkvir Bear-Arms for a leveled, monetary reward.
==============================================================================
...To Help A Hero - (SQ5).....................................................
==============================================================================
Travel to Hale, a small settlement far northeast from the Gates of Madness, a
bit northwest from the first "O" in "Overlook Road" on the world map. Upon
your arrival, locate and speak to a Redguard named Pyke. He's most likely in
"Zoe Malene's House." Pyke explains that he was a Knight of the Thorn in
Cyrodiil, a faction that you are probably familiar with. Pyke has lost his
Knights of the Thorn Medallion to a group of Grummite. Though he has no
interest in being a Knight of the Thorn anymore, he would like the stolen
Medallion back as a memento. Agree to help him, "Fetid Grove" is marked on
your map.
Travel to Fetid Grove and enter. Just as you may have gathered from Pyke's
detailing of the loss of his Medallion, Fetid Grove is home to a tribe of
Grummites. Be sure to have "To Help A Hero" set as your active quest, doing
so will make it much, much easier to locate the stolen Medallion. Move through
the first area and enter "Fetid Grove, Encampment." Pyke's Medallion is in a
chest located in the middle of this area. There are many Grummites planted
along the route to the chest, luckily they are fairly spaced out, so it is
unlikely that you will have to face more than one of them at once
When you have Pyke's Medallion in your inventory, exit Fetid Grove and return
to Hale. Give the Medallion to Pyke. In return you are given a "Thorn Shield."
This shield adds the Reflect Spell effect, as well as fortifies the Block
skill. Not a bad piece of equipment.
==============================================================================
...The Hill of Suicides - (SQ6)...............................................
==============================================================================
This quest does not appear in your journal. First and foremost, travel to the
Hill of Suicides. The actual location point is just below the "The" in "The
Hill of Suicides" on the world map. Be sure to hit this location point, this
way you can fast travel directly to the Hill of Suicides when you wish. You
cannot interact with the restless souls on the Hill of Suicides. To complete
this quest and earn its reward, five skulls must be brought back the ghosts
on the Hill.
Lorenz Bog-trotter's Skull - This skull is found in "Knotty Bramble," which is
located in Dementia along "Pinnacle Road." The skull itself is located in the
"Knotty Bramble, Lost Crypts" area. To get to this section, you'll have to
make your way through the initial Knotty Bramble area, then through "Knotty
Bramble, Hatchery." In the Hatchery, first drop down to the lower level, then
follow the tunnel below to the door. Once in the Lost Crypts, proceed through
the stone-wall rooms until you encounter a second Zealot body on a pedestal.
Use the LB button to move the body to the side, a small push button is
underneath. Press the button, turn back and look in the hall for some rubble
off to the left. Hop up onto the section in the wall on the left. "Lorenz
Bog-Trotter's Skull" is on the pedestal there.
Gadeneri Ralvel's Skull - Found in "Knifepoint Hollow," an area that you visit
during the main quest. It is located northwest of New Sheoth, a bit north of
the second "l" in "The Hill of Suicides" on the world map. It is in the
"Knifepoint Hollow, Chantry" area. Move through the entire area, when you
reach the door leading back to the initial Knifepoint Hollow area, turn around
and instead go through the metal gate. There are two pillars in this room, a
push button is on the one to the left. Pressing the button reveals an extra
area beyond the small room that is seemingly the end. Hop up over the rubble
and take "Gadeneri Ralvel's Skull" that is on the chest to your left.
M'Desi's Skull - Found in "Rotten Den," which is in Dementia, a short ways
southwest of the "d" in "Pinnacle Road" on the world map. It is in the "Rotten
Den, Sanctum" part of Rotten Den. To reach this part, you'll have to move
through the "Rotten Den, Deadfall" then "Rotten Den, Precipice." Look to the
local area map if you are having difficulty progressing. Once inside the
Sanctum area, drop down each hole in the floor until you reach the bottom
level. The skull is in the Zealot sanctum, a stone room which is the southern
most room on the map. "M'Desi's Skull" is on a chest at the focus point of the
room. To leave Rotten Den, you'll have to move through the "Rotten Den,
Hollow" area first. The door here leads back to the Sanctum area, but on a
the upper level. Avoid falling down the hole continue through to the "Rotten
Den, Encampment" area. The rest of the way out is rather straightforward.
Limark's Skull - This one's in Milchar. It's near the northwestern corner of
the Shivering Isles, just above the "O" in "Overlook Road" on the world map.
Do not enter Milchar by the door marked "Milchar, Nexus." From the Nexus door,
travel southeast until you reach a door leading to the "Milchar, Xetrem" part
of Milchar. Look to the local area map if you are having trouble finding the
door. Upon entering Milchar, pass under the walkway, then turn left and climb
up the stairs there. At the top of the stairs, turn right. Make your way down
this tunnel, continue heading straight and eventually you will fall down a
short drop. A skeleton containing "Linmark's Skull" is at the bottom.
Salonia Viria's Skull - This one is in "Cann," which can be found by traveling
west from the first "T" in "The Jester's Spine Mountains" on the world map.
The skull is in the "Cann, Amphitheater" area, specifically. Proceed into
"Cann, The Great Hall." Move through this area and enter "Cann, Halls of
Tranquility." This area is a bit more complex, use the local area map to help
you find your way around. Locate the door leading into the "Cann, Arena" area
and go through. Continue down the tunnel and into the Amphitheater section.
Upon entering the Amphitheater, move straight and continue moving in this
direction until you can turn left. The small room that you turn in to contains
the "Salonia Viria's Skull." It's on the base of the statue in the bottom
right corner.
When you have collected all five of the skulls, return to The Hill of
Suicides. Attempt to speak to each of the ghosts on the hill. Upon speaking to
one, their skull will be removed from your inventory. When you have given all
five of the ghosts their skulls, you will gain the "Risen Flesh" Greater
Power. This spell allows you to reanimate the dead for 60 seconds.
------\=======================================================================
[*07] \ - Achievement List -
--------\=====================================================================
The Elder Scrolls IV: Oblivion features a total of 50 different achievements.
Each achievement that you unlock contributes a certain amount of points to
your overall Gamerscore. You can acquire a grand total of 1000 gamer points
by playing Oblivion.
O================================O====================================O======O
| - Achievement - | - How To - | GP |
O================================O====================================O======O
| Escaped the Imperial Sewers | Escape the Imperial Sewers | 50 |
|--------------------------------+------------------------------------+------|
| Closed an Oblivion Gate | Close an Oblivion Gate | 50 |
|--------------------------------+------------------------------------+------|
| Located the Shrine of Dagon | Locate the Shrine of Dagon | 50 |
|--------------------------------+------------------------------------+------|
| Delivered Daedric Artifact | Deliver a Daedric Artifact | 50 |
|--------------------------------+------------------------------------+------|
| Destroyed the Great Gate | Destroy the Great Gate | 50 |
|--------------------------------+------------------------------------+------|
| Champion of Cyrodiil | Complete the Main quest line | 110 |
|--------------------------------+------------------------------------+------|
| Murderer, Dark Brotherhood | Join the Dark Brotherhood | 10 |
|--------------------------------+------------------------------------+------|
| Slayer, Dark Brotherhood | Attain Slayer in Dark Brotherhood | 10 |
|--------------------------------+------------------------------------+------|
| Eliminator, Dark Brotherhood | Attain Eliminator in Brotherhood | 10 |
|--------------------------------+------------------------------------+------|
| Assassin, Dark Brotherhood | Attain Assassin in Brotherhood | 10 |
|--------------------------------+------------------------------------+------|
| Silencer, Dark Brotherhood | Attain Silencer in Brotherhood | 10 |
|--------------------------------+------------------------------------+------|
| Speaker, Dark Brotherhood | Attain Speaker in Brotherhood | 10 |
|--------------------------------+------------------------------------+------|
| Listener, Dark Brotherhood | Complete Brotherhood quest line | 50 |
|--------------------------------+------------------------------------+------|
| Pit Dog, Arena | Join Arena in Imperial City | 10 |
|--------------------------------+------------------------------------+------|
| Brawler, Arena | Attain Brawler in the Arena | 10 |
|--------------------------------+------------------------------------+------|
| Bloodletter, Arena | Attain Bloodletter in the Arena | 10 |
|--------------------------------+------------------------------------+------|
| Myrmidon, Arena | Attain Myrmidon in the Arena | 10 |
|--------------------------------+------------------------------------+------|
| Warrior, Arena | Attain Warrior in the Arena | 10 |
|--------------------------------+------------------------------------+------|
| Gladiator, Arena | Attain Gladiator in the Arena | 10 |
|--------------------------------+------------------------------------+------|
| Hero, Arena | Attain Hero in the Arena | 10 |
|--------------------------------+------------------------------------+------|
| Champion, Arena | Attain Champion in the Arena | 10 |
|--------------------------------+------------------------------------+------|
| Grand Champion, Arena | Become Grand Champion of the Arena | 50 |
|--------------------------------+------------------------------------+------|
| Pickpocket, Thieves Guild | Join the Thieves Guild | 10 |
|--------------------------------+------------------------------------+------|
| Footpad, Thieves Guild | Attain Footpad in Thieves Guild | 10 |
|--------------------------------+------------------------------------+------|
| Bandit, Thieves Guild | Attain Bandit in Thieves Guild | 10 |
|--------------------------------+------------------------------------+------|
| Prowler, Thieves Guild | Attain Prowler in Thieves Guild | 10 |
|--------------------------------+------------------------------------+------|
| Cat Burglar, Thieves Guild | Attain Cat Burglar Thieves Guild | 10 |
|--------------------------------+------------------------------------+------|
| Shadowfoot, Thieves Guild | Attain Shadowfoot Thieves Guild | 10 |
|--------------------------------+------------------------------------+------|
| Master Thief, Thieves Guild | Attain Master Thief in Guild | 10 |
|--------------------------------+------------------------------------+------|
| Guildmaster, Thieves Guild | Complete Thieves Guild quest line | 50 |
|--------------------------------+------------------------------------+------|
| Associate, Mages Guild | Join the Mages Guild | 10 |
|--------------------------------+------------------------------------+------|
| Apprentice, Mages Guild | Attain Apprentice in Mages Guild | 10 |
|--------------------------------+------------------------------------+------|
| Journeyman, Mages Guild | Attain Journeyman in Mages Guild | 10 |
|--------------------------------+------------------------------------+------|
| Evoker, Mages Guild | Attain Evoker in Mages Guild | 10 |
|--------------------------------+------------------------------------+------|
| Conjurer, Mages Guild | Attain Conjurer in Mages Guild | 10 |
|--------------------------------+------------------------------------+------|
| Magician, Mages Guild | Attain Magician in Mages Guild | 10 |
|--------------------------------+------------------------------------+------|
| Warlock, Mages Guild | Attain Warlock in Mages Guild | 10 |
|--------------------------------+------------------------------------+------|
| Wizard, Mages Guild | Attain Wizard in Mages Guild | 10 |
|--------------------------------+------------------------------------+------|
| Master-Wizard, Mages Guild | Attain Master-Wizard in Guild | 10 |
|--------------------------------+------------------------------------+------|
| Arch-Mage, Mages Guild | Complete the Mage Guild quest line | 50 |
|--------------------------------+------------------------------------+------|
| Associate, Fighters Guild | Join the Fighters Guild | 10 |
|--------------------------------+------------------------------------+------|
| Apprentice, Fighters Guild | Attain Apprentice in the Guild | 10 |
|--------------------------------+------------------------------------+------|
| Journeyman, Fighters Guild | Attain Journeyman in the Guild | 10 |
|--------------------------------+------------------------------------+------|
| Swordsman, Fighters Guild | Attain Swordsman in the Guild | 10 |
|--------------------------------+------------------------------------+------|
| Protector, Fighters Guild | Attain Protector in the Guild | 10 |
|--------------------------------+------------------------------------+------|
| Defender, Fighters Guild | Attain Defender in the Guild | 10 |
|--------------------------------+------------------------------------+------|
| Warder, Fighters Guild | Attain Warder in the Guild | 10 |
|--------------------------------+------------------------------------+------|
| Guardian, Fighters Guild | Attain Guardian in the Guild | 10 |
|--------------------------------+------------------------------------+------|
| Champion, Fighters Guild | Attain Champion in the Guild | 10 |
|--------------------------------+------------------------------------+------|
| Master, Fighters Guild | Complete Fighters Guild quest line | 50 |
o--------------------------------o------------------------------------o------o
The Elder Scrolls IV: Shivering Isles expansion pack adds an extra 10
achievements totaling 250 gamer points to the initial 50 achievements and 1000
gamer points featured in Oblivion. Each achievement that you unlock contribut-
es a certain amount of points to your overall Gamerscore.
O================================O====================================O======O
| - Achievement - | - Description - | GP |
O================================O====================================O======O
| Tourist, Shivering Isles | Entered the Shivering Isles. | 20 |
|--------------------------------+------------------------------------+------|
| Aspirant, Shivering Isles | Reached Aspirant Rank. | 20 |
|--------------------------------+------------------------------------+------|
| Citizen, Shivering Isles | Reached Citizen Rank. | 20 |
|--------------------------------+------------------------------------+------|
| Madman, Shivering Isles | Reached Madman Rank. | 20 |
|--------------------------------+------------------------------------+------|
| Honored Madman Shivering Isles | Reached Honored Madman Rank. | 20 |
|--------------------------------+------------------------------------+------|
| Duke Dementia, Shivering Isles | Reached Duke of Dementia Rank. | 30 |
|--------------------------------+------------------------------------+------|
| Duke Mania, Shivering Isles | Reached Duke of Mania Rank. | 30 |
|--------------------------------+------------------------------------+------|
| Regent, Shivering Isles | Reached Regent Rank. | 20 |
|--------------------------------+------------------------------------+------|
| Defender, Shivering Isles | Reached Defender of the Realm Rank.| 20 |
|--------------------------------+------------------------------------+------|
| Madgod, Shivering Isles | Stopped the Greymarch. | 50 |
o--------------------------------o------------------------------------o------o
------\=======================================================================
[*08] \ - Revision History -
--------\=====================================================================
GameFAQs will always have the latest version of this document.
FAQ started on 03/27/06
Version 0.90 (07/11/06)
- First version of the FAQ.
- Side Quests section completion planned for 1.00
Version 0.95 (05/14/07)
- Side Quests nearly complete.
- Corrected minor inaccuracies.
- Corrected some spelling/grammar mistakes.
- Knights of the Nine coming soon!
Version 1.00 (07/29/07)
- First complete version of the FAQ.
- Completed Side Quests section.
- Knights of the Nine quest line added.
- Shivering Isles is next...
Version 1.10 (8/16/07)
- Shivering Isles walkthrough added.
------\=======================================================================
[*09] \ - Thanks/Acknowledgments -
--------\=====================================================================
- Bethesda for creating such an amazing game.
- CJayC for creating GameFAQs. Best of luck with everything.
- Oblivion's instruction manual for the race, skill, and other information.
- http://www.uesp.net/wiki/Oblivion:Repairing_the_Orrery for information on
the "Repairing the Orrery" powers.
- http://www.uesp.net/wiki/ for the Oddity and Skull locations.
- ASCII art generated with http://www.network-science.de/ascii/
- Duncan Clay for pointing out errors in the race and ability sections.
- Metalhead6823 for information on bonus if companion is kept alive during
"The Path of Dawn" quest.
- Chris Skinner for pointing out an error with the search system.
- Anthony Phipps and fearthis0001 for pointing out typos.
- You, for reading this FAQ.
------\=======================================================================
[*10] \ - Contact Information -
--------\=====================================================================
If you wish to contact me you can do so via e-mail at:
xiamut@gmail.com
If you have any questions/comments/suggestions/corrections and you choose to
e-mail me please include something like "TES IV: Oblivion FAQ" in the subject
field. This way I won't mistake it for spam and delete it. With a guide of
this size, there are certain to be plenty of errors and typos within. Let me
know if you catch something so I can correct it. I'll even give you a mention
in the credits section as thanks...
If you happen to have a question about the actual game and not about my FAQ,
you may want to consider posting a topic with the question on a forum such as
the official Elder Scrolls forum on Bethesda's website:
http://www.elderscrolls.com/forums/
Or, you can also try posting your question on GameFAQ's Oblivion forum:
http://boards.gamefaqs.com/gfaqs/gentopic.php?board=927345.
You do have to register to use the forums, but there are many people on these
forums and you are sure to have your question answered quickly at any of those
locations.
I don't have the time to reply to every single e-mail I receive, so if I don't
answer your e-mail, please don't take it personally. I would really appreciate
any feedback, feel free to e-mail me and tell me what you think. If you are
interested, you can view the other guides that I have written here:
http://www.gamefaqs.com/features/recognition/47351.html?type=1
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[*11] \ - Copyright Information -
--------\=====================================================================
This document may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission from me. Use of this
guide on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright. Plagiarism is bad, very bad. Don't
take credit for someone else's work, give credit where credit is due.
All trademarks and copyrights contained in this document are owned by their
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If you would like to host this FAQ on your website, or use it in any way,
please shoot me an e-mail and ask. I will more than likely allow you to host
it on your website as long as it remains in its original, unmodified .txt form
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Copyright 2006-2007 Michael Monette

This document is copyright Xiamut and hosted by Neoseeker with permission.